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-rw-r--r--game/prefab/ZapperObject.cpp92
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)) {}