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-rw-r--r--src/crepe/PhysicsSystem.cpp12
-rw-r--r--src/crepe/api/CMakeLists.txt1
-rw-r--r--src/example/Physics.cpp9
3 files changed, 12 insertions, 10 deletions
diff --git a/src/crepe/PhysicsSystem.cpp b/src/crepe/PhysicsSystem.cpp
index d9930a8..93b20f1 100644
--- a/src/crepe/PhysicsSystem.cpp
+++ b/src/crepe/PhysicsSystem.cpp
@@ -36,12 +36,12 @@ void PhysicsSystem::update() {
rigidbody.velocity_y += force.force_y;
}
- std::cout << "before transform.postion.x " << transform.postion.x << std::endl;
- std::cout << "before transform.postion.y " << transform.postion.y << std::endl;
- transform.postion.x += rigidbody.velocity_x;
- transform.postion.y += rigidbody.velocity_y;
- std::cout << "after transform.postion.x " << transform.postion.x << std::endl;
- std::cout << "after transform.postion.y " << transform.postion.y << std::endl;
+ std::cout << "before transform.postion.x " << transform.position.x << std::endl;
+ std::cout << "before transform.postion.y " << transform.position.y << std::endl;
+ transform.position.x += rigidbody.velocity_x;
+ transform.position.y += rigidbody.velocity_y;
+ std::cout << "after transform.postion.x " << transform.position.x << std::endl;
+ std::cout << "after transform.postion.y " << transform.position.y << std::endl;
}
}
break;
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index f2d45eb..cca4994 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -10,7 +10,6 @@ target_sources(crepe PUBLIC
Color.cpp
Texture.cpp
AssetManager.cpp
- Collider.cpp
Sprite.cpp
)
diff --git a/src/example/Physics.cpp b/src/example/Physics.cpp
index 6499fb0..ee75c5c 100644
--- a/src/example/Physics.cpp
+++ b/src/example/Physics.cpp
@@ -1,7 +1,7 @@
#include <iostream>
#include <thread>
#include <chrono>
-#include "Transform.h"
+#include <crepe/api/Transform.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Force.h>
#include "PhysicsSystem.h"
@@ -19,8 +19,11 @@ int main(int argc, char* argv[]) {
GameObject * game_object[2];
game_object[1] = new GameObject(2, "Name", "Tag", 0); // not found not used
game_object[0] = new GameObject(5, "Name", "Tag", 0);
- Position position = {0, 0};
- game_object[0]->add_component<Transform>(position,0,0);
+ Point point = {
+ .x = 0,
+ .y = 0,
+ };
+ game_object[0]->add_component<Transform>(point,0,0);
game_object[0]->add_component<Rigidbody>(1, 1 , BodyType::Dynamic);
game_object[0]->add_component<Force>(1 , 0);
physicsSystem.update();