diff options
Diffstat (limited to 'game/prefab/ZapperObject.cpp')
-rw-r--r-- | game/prefab/ZapperObject.cpp | 92 |
1 files changed, 44 insertions, 48 deletions
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 2791162..b848f18 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -1,5 +1,5 @@ -#include "Config.h" #include "ZapperObject.h" +#include "Config.h" #include "ZapperScript.h" using namespace crepe; @@ -11,74 +11,70 @@ ZapperObject::ZapperObject(crepe::GameObject && base) Asset {"asset/obstacles/zapper/orbAnim.png"}, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 1, - .size = vec2{0, 1} * SCALE, - .position_offset = {0, 100}, + .order_in_layer = 1, + .size = vec2 {0, 1} * SCALE, + .position_offset = {0, 100}, } ), .orb_end = add_component<Sprite>( - sprite.orb_start.source, - Sprite::Data { - .flip = {true, true}, - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 1, - .size = vec2{0, 1} * SCALE, - .position_offset = {0, -100}, - } + sprite.orb_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2 {0, 1} * SCALE, + .position_offset = {0, -100}, + } ), .glow_start = add_component<Sprite>( Asset {"asset/obstacles/zapper/regular_zappers/glow.png"}, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = -1, - .size = vec2{2, 2} * SCALE, - .position_offset = {0, 100}, + .order_in_layer = -1, + .size = vec2 {2, 2} * SCALE, + .position_offset = {0, 100}, } ), .glow_end = add_component<Sprite>( - sprite.glow_start.source, - Sprite::Data { - .flip = {true, true}, - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = -1, - .size = vec2{2, 2} * SCALE, - .position_offset = {0, -100}, - } + sprite.glow_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = -1, + .size = vec2 {2, 2} * SCALE, + .position_offset = {0, -100}, + } ), - .beam = add_component<Sprite>( + .beam = add_component<Sprite>( Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}, Sprite::Data { .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2{200, 50}, - .angle_offset = 90, + .order_in_layer = 0, + .size = vec2 {200, 50}, + .angle_offset = 90, } - ), + ), }, animator { - .orb_start = add_component<Animator>( + .orb_start = add_component<Animator>( sprite.orb_start, ivec2(62, 42), uvec2(4, 1), Animator::Data { .fps = 10, .looping = true, } - ), - .orb_end = add_component<Animator>( - sprite.orb_end, ivec2(62, 42), uvec2(4, 1), - animator.orb_start.data - ), - .glow_start = add_component<Animator>( - sprite.glow_start, ivec2(128, 128), uvec2(4, 4), - Animator::Data { - .fps = 30, - .looping = true, - } - ), - .glow_end = add_component<Animator>( - sprite.glow_end, ivec2(128, 128), uvec2(4, 4), - animator.glow_start.data - ), + ), + .orb_end = add_component<Animator>( + sprite.orb_end, ivec2(62, 42), uvec2(4, 1), animator.orb_start.data + ), + .glow_start = add_component<Animator>( + sprite.glow_start, ivec2(128, 128), uvec2(4, 4), + Animator::Data { + .fps = 30, + .looping = true, + } + ), + .glow_end = add_component<Animator>( + sprite.glow_end, ivec2(128, 128), uvec2(4, 4), animator.glow_start.data + ), }, - controller(add_component<BehaviorScript>().set_script<ZapperScript>(*this)) -{ } - + controller(add_component<BehaviorScript>().set_script<ZapperScript>(*this)) {} |