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setting blowablePass on bonuses & player
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@@ -80,7 +80,7 @@ namespace BBM
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return;
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return;
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wal.getScene()->scheduleNewEntity("Bonus")
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wal.getScene()->scheduleNewEntity("Bonus")
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.addComponent<PositionComponent>(position)
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.addComponent<PositionComponent>(position)
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.addComponent<TagComponent<Blowable>>()
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.addComponent<TagComponent<BlowablePass>>()
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.addComponent<MovableComponent>()
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.addComponent<MovableComponent>()
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &wal) {
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.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &wal) {
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entity.scheduleDeletion();
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entity.scheduleDeletion();
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@@ -50,7 +50,7 @@ namespace BBM
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.addComponent<BumperTimerComponent>()
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.addComponent<BumperTimerComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<KeyboardComponent>()
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.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
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.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
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.addComponent<TagComponent<Blowable>>()
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.addComponent<TagComponent<BlowablePass>>()
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//.addComponent<GamepadComponent>(0)
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//.addComponent<GamepadComponent>(0)
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
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.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
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.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})
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.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})
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