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-rw-r--r--game/PreviewScene.cpp6
-rw-r--r--game/preview/PrevPlayerScript.cpp2
-rw-r--r--game/preview/PrevPlayerSubScene.cpp3
3 files changed, 5 insertions, 6 deletions
diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp
index 1179ffc..14a5560 100644
--- a/game/PreviewScene.cpp
+++ b/game/PreviewScene.cpp
@@ -77,15 +77,15 @@ void PreviewScene::load_scene() {
.collision_layer = COLL_LAY_BOT_TOP,
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
-
+
GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
world.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::STATIC,
.collision_layer = 100,
});
- world.add_component<BoxCollider>(vec2(100,INFINITY), vec2(VIEWPORT_X,VIEWPORT_Y));
- world.add_component<BoxCollider>(vec2(100,INFINITY), vec2(100,VIEWPORT_Y));
+ world.add_component<BoxCollider>(vec2(100, INFINITY), vec2(VIEWPORT_X, VIEWPORT_Y));
+ world.add_component<BoxCollider>(vec2(100, INFINITY), vec2(100, VIEWPORT_Y));
PrevPlayerSubScene player(*this);
NpcSubScene npc(*this);
diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp
index 3e6eed4..fce5c5a 100644
--- a/game/preview/PrevPlayerScript.cpp
+++ b/game/preview/PrevPlayerScript.cpp
@@ -2,9 +2,9 @@
#include "../missile/SpawnEvent.h"
-#include <crepe/api/Transform.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/Camera.h>
+#include <crepe/api/Transform.h>
#include <crepe/manager/SaveManager.h>
using namespace crepe;
diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp
index 3f5a5d5..9ff111c 100644
--- a/game/preview/PrevPlayerSubScene.cpp
+++ b/game/preview/PrevPlayerSubScene.cpp
@@ -17,8 +17,7 @@ using namespace crepe;
PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) {
- GameObject player
- = scn.new_object("player", "player", vec2 {800 , -100}, 0, 1);
+ GameObject player = scn.new_object("player", "player", vec2 {800, -100}, 0, 1);
Asset player_body_asset {"asset/barry/defaultBody.png"};
Sprite & player_body_sprite = player.add_component<Sprite>(
player_body_asset,