diff options
Diffstat (limited to 'src/example/game.cpp')
-rw-r--r-- | src/example/game.cpp | 35 |
1 files changed, 17 insertions, 18 deletions
diff --git a/src/example/game.cpp b/src/example/game.cpp index 01a509f..a8b3d5d 100644 --- a/src/example/game.cpp +++ b/src/example/game.cpp @@ -37,7 +37,8 @@ class MyScript1 : public Script { } case Keycode::W: { Rigidbody & tf = this->get_component<Rigidbody>(); - tf.data.linear_velocity.y -= 1; + // tf.data.linear_velocity.y -= 1; + tf.add_force_linear({0, -1}); break; } case Keycode::S: { @@ -197,19 +198,19 @@ public: .mass = 0, .gravity_scale = 0, .body_type = Rigidbody::BodyType::STATIC, - .collision_layers = {0}, }); world.add_component<BoxCollider>( - vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}, - vec2{world_collider, world_collider}); - ; // Top - world.add_component<BoxCollider>(vec2{0, screen_size_height / 2 + world_collider / 2}, - vec2{world_collider, world_collider}); // Bottom + vec2{world_collider, world_collider}, + vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom world.add_component<BoxCollider>( - vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}, - vec2{world_collider, world_collider}); // Left - world.add_component<BoxCollider>(vec2{screen_size_width / 2 + world_collider / 2, 0}, - vec2{world_collider, world_collider}); // right + vec2{world_collider, world_collider}, + vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left + world.add_component<BoxCollider>( + vec2{world_collider, world_collider}, + vec2{screen_size_width / 2 + world_collider / 2, 0}); // right world.add_component<Camera>( ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)}, vec2{screen_size_width, screen_size_height}, @@ -227,10 +228,9 @@ public: .linear_velocity = {0, 1}, .constraints = {0, 0, 0}, .elastisity_coefficient = 1, - .collision_layers = {0}, }); // add box with boxcollider - game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20}); + game_object1.add_component<BoxCollider>(vec2{20, 20}); game_object1.add_component<BehaviorScript>().set_script<MyScript1>(); Asset img1{"asset/texture/test_ap43.png"}; @@ -242,7 +242,7 @@ public: }); //add circle with cirlcecollider deactiveated - game_object1.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; + game_object1.add_component<CircleCollider>(10).active = false; Asset img2{"asset/texture/circle.png"}; game_object1 .add_component<Sprite>(img2, @@ -260,11 +260,10 @@ public: .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = {0, 0}, .constraints = {0, 0, 0}, - .elastisity_coefficient = 0.66, - .collision_layers = {0}, + .elastisity_coefficient = 1, }); // add box with boxcollider - game_object2.add_component<BoxCollider>(vec2{0, 0}, vec2{INFINITY, 20}); + game_object2.add_component<BoxCollider>(vec2{20, 20}); game_object2.add_component<BehaviorScript>().set_script<MyScript2>(); game_object2.add_component<Sprite>(img1, Sprite::Data{ @@ -272,7 +271,7 @@ public: }); //add circle with cirlcecollider deactiveated - game_object2.add_component<CircleCollider>(vec2{0, 0}, 10).active = false; + game_object2.add_component<CircleCollider>(10).active = false; game_object2 .add_component<Sprite>(img2, |