setting blowablePass on bonuses & player

This commit is contained in:
Clément Le Bihan
2021-06-15 00:32:22 +02:00
parent 2b70d4883f
commit e1fb1298d0
2 changed files with 2 additions and 2 deletions

View File

@@ -80,7 +80,7 @@ namespace BBM
return;
wal.getScene()->scheduleNewEntity("Bonus")
.addComponent<PositionComponent>(position)
.addComponent<TagComponent<Blowable>>()
.addComponent<TagComponent<BlowablePass>>()
.addComponent<MovableComponent>()
.addComponent<HealthComponent>(1, [](WAL::Entity &entity, WAL::Wal &wal) {
entity.scheduleDeletion();

View File

@@ -50,7 +50,7 @@ namespace BBM
.addComponent<BumperTimerComponent>()
.addComponent<KeyboardComponent>()
.addComponent<ShaderComponentModel>("assets/shaders/glsl330/predator.fs")
.addComponent<TagComponent<Blowable>>()
.addComponent<TagComponent<BlowablePass>>()
//.addComponent<GamepadComponent>(0)
.addComponent<AnimationsComponent>(RAY::ModelAnimations("assets/player/player.iqm"), 3)
.addComponent<CollisionComponent>(BBM::Vector3f{0.25, 0, 0.25}, BBM::Vector3f{.75, 2, .75})