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Diffstat (limited to 'game/scheduler/ObjectsScheduler.cpp')
-rw-r--r--game/scheduler/ObjectsScheduler.cpp9
1 files changed, 7 insertions, 2 deletions
diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
index fca8fa2..60e3f47 100644
--- a/game/scheduler/ObjectsScheduler.cpp
+++ b/game/scheduler/ObjectsScheduler.cpp
@@ -11,10 +11,13 @@
#include "prefab/ZapperPoolSubScene.h"
using namespace crepe;
-void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_0() {
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+}
void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
-void ObjectsScheduler::preset_3() {}
+void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
void ObjectsScheduler::preset_4() {}
void ObjectsScheduler::boss_fight_1() {
this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = 0;
@@ -34,6 +37,8 @@ void ObjectsScheduler::init() {
this->obstacles.push_back([this]() { preset_0(); });
this->obstacles.push_back([this]() { preset_1(); });
this->obstacles.push_back([this]() { preset_2(); });
+ this->obstacles.push_back([this]() { preset_3(); });
+ this->obstacles.push_back([this]() { preset_4(); });
this->obstacles.push_back([this]() { boss_fight_1(); });