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-rw-r--r--game/player/PlayerBulletSubScene.cpp2
-rw-r--r--game/player/PlayerScript.h3
-rw-r--r--game/player/PlayerSubScene.cpp5
3 files changed, 6 insertions, 4 deletions
diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp
index 5e1c66e..82ce4a9 100644
--- a/game/player/PlayerBulletSubScene.cpp
+++ b/game/player/PlayerBulletSubScene.cpp
@@ -24,7 +24,7 @@ int PlayerBulletSubScene::create(Scene & scn, int counter) {
Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0,
.body_type = Rigidbody::BodyType::KINEMATIC,
- .linear_velocity = vec2 {400, 0},
+ .linear_velocity = vec2 {450, 0},
.angular_velocity = 300,
.kinematic_collision = false,
.collision_layers = {COLL_LAY_ENEMY, COLL_LAY_ZAPPER},
diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h
index 6875b05..6a7dedb 100644
--- a/game/player/PlayerScript.h
+++ b/game/player/PlayerScript.h
@@ -22,8 +22,9 @@ private:
private:
int prev_anim = 0;
std::chrono::time_point<std::chrono::steady_clock> last_fired;
+ std::chrono::time_point<std::chrono::steady_clock> last_switched;
std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5);
-
+ std::chrono::duration<float> switch_delay = std::chrono::duration<float>(0.01);
int current_jetpack_sound = 0;
float & engine_gravity = crepe::Config::get_instance().physics.gravity;
diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp
index 371bc42..4d17c47 100644
--- a/game/player/PlayerSubScene.cpp
+++ b/game/player/PlayerSubScene.cpp
@@ -106,7 +106,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
.looping = true,
}
);
- player.add_component<BoxCollider>(vec2(50, 50));
+ player.add_component<BoxCollider>(vec2(50, 35));
Asset player_head_asset {"asset/barry/defaultHead.png"};
Sprite & player_head_sprite = player.add_component<Sprite>(
player_head_asset,
@@ -143,7 +143,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
.looping = true,
}
);
- player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));
+ player.add_component<BoxCollider>(vec2(40, 50), vec2(-20, 0));
player.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 1.0,
.body_type = Rigidbody::BodyType::DYNAMIC,
@@ -153,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
},
.collision_layer = COLL_LAY_PLAYER,
});
+
player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
player.add_component<BehaviorScript>().set_script<CoinScript>();
player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;