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-rw-r--r--src/crepe/system/PhysicsSystem.cpp4
-rw-r--r--src/crepe/system/RenderSystem.cpp2
2 files changed, 3 insertions, 3 deletions
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index cea8062..dd80312 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -23,12 +23,12 @@ void PhysicsSystem::update() {
switch (rigidbody.body_type) {
case BodyType::DYNAMIC:
for (Transform & transform : transforms) {
- if (transform.game_object_id == rigidbody.game_object_id) {
+ if (transform.GAME_OBJECT_ID == rigidbody.GAME_OBJECT_ID) {
rigidbody.velocity_x = 0;
rigidbody.velocity_y = 0;
std::vector<std::reference_wrapper<Force>> forces
= mgr.get_components_by_id<Force>(
- rigidbody.game_object_id);
+ rigidbody.GAME_OBJECT_ID);
rigidbody.velocity_y
+= rigidbody.gravity_scale * 1 * rigidbody.mass;
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 5a07cc2..2003eaf 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -32,7 +32,7 @@ void RenderSystem::update() {
for (const Sprite & sprite : sprites) {
std::vector<std::reference_wrapper<Transform>> transforms
- = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+ = mgr.get_components_by_id<Transform>(sprite.GAME_OBJECT_ID);
for (const Transform & transform : transforms) {
render.draw(sprite, transform);
}