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-rw-r--r--game/missile/AlertSubScene.cpp4
-rw-r--r--game/missile/MissileScript.cpp12
-rw-r--r--game/missile/MissileSubScene.cpp15
-rw-r--r--game/missile/SpawnEvent.cpp4
4 files changed, 15 insertions, 20 deletions
diff --git a/game/missile/AlertSubScene.cpp b/game/missile/AlertSubScene.cpp
index 8d59f97..5bce5ac 100644
--- a/game/missile/AlertSubScene.cpp
+++ b/game/missile/AlertSubScene.cpp
@@ -7,7 +7,7 @@
using namespace crepe;
-MissileAlert::MissileAlert(Scene& scn){
+MissileAlert::MissileAlert(Scene & scn) {
GameObject alert = scn.new_object("missile_alert", "missile_alert", {0, 0}, 0, 1);
Asset missile_alert_ss {"asset/obstacles/missile/missileAlert.png"};
@@ -30,6 +30,4 @@ MissileAlert::MissileAlert(Scene& scn){
missile_alert_anim.set_anim(1);
missile_alert_sprite.active = false;
-
-
}
diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp
index 797e1ac..bcc4f5b 100644
--- a/game/missile/MissileScript.cpp
+++ b/game/missile/MissileScript.cpp
@@ -2,17 +2,17 @@
#include "../Config.h"
#include <cmath>
-#include <crepe/api/CircleCollider.h>
-#include <crepe/api/Rigidbody.h>
-#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/AI.h>
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/KeyCodes.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/system/CollisionSystem.h>
#include <crepe/types.h>
-#include <crepe/api/AI.h>
-#include <crepe/api/KeyCodes.h>
-#include <crepe/api/Sprite.h>
using namespace std;
using namespace crepe;
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp
index 6df6c87..d325050 100644
--- a/game/missile/MissileSubScene.cpp
+++ b/game/missile/MissileSubScene.cpp
@@ -87,14 +87,13 @@ void MissileSubScene::create(crepe::Scene & scn) {
missile_explosion_sprite.active = false;
explosion_anim.active = false;
- missle
- .add_component<Rigidbody>(Rigidbody::Data {
- .body_type = Rigidbody::BodyType::KINEMATIC,
- .max_linear_velocity = Random::f(250, 200),
- .kinematic_collision = false,
- .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP},
- .collision_layer = COLL_LAY_MISSILE,
- });
+ missle.add_component<Rigidbody>(Rigidbody::Data {
+ .body_type = Rigidbody::BodyType::KINEMATIC,
+ .max_linear_velocity = Random::f(250, 200),
+ .kinematic_collision = false,
+ .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP},
+ .collision_layer = COLL_LAY_MISSILE,
+ });
missle.add_component<CircleCollider>(3).active = false;
diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp
index a54d0a5..c7209b7 100644
--- a/game/missile/SpawnEvent.cpp
+++ b/game/missile/SpawnEvent.cpp
@@ -1,12 +1,11 @@
#include "SpawnEvent.h"
#include "Random.h"
-
-#include <crepe/api/CircleCollider.h>
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Camera.h>
+#include <crepe/api/CircleCollider.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
@@ -40,7 +39,6 @@ bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET;
transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE);
-
auto & alert_transform = alert_transforms[i].get();
auto & alert_sprite = alert_sprites[i].get();
alert_sprite.active = true;