...
 
Commits (2)
......@@ -20,7 +20,7 @@ tileset
####################-----#########| |############
######---####-----#|> >|########| [-------#############
##---} 7{--} 5 {} |######--} {--##################
#|@ 5 |#####| |#################
#|@ 9 |#####| |#################
##---] 7[--] 1 [] |#####| |#################
######---####-----#|> >|#####| h i |#################
####################-] [-######| |#################
......
......@@ -103,6 +103,12 @@
"spawn": true,
"spawns": "static_turret"
},
"9": {
"blueprint": "floor",
"solid": false,
"spawn": true,
"spawns": "static_turret"
},
"<": {
"blueprint": "floor",
"solid": false,
......
......@@ -235,19 +235,17 @@ namespace phase_shifter::level {
.create();
});
/*_spawners.emplace("9", [&](const Tile& tile, const glm::vec3& position) {
//dumb turret that does absolutely nothing
_spawners.emplace("9", [&](const Tile& tile, const glm::vec3& position) {
_entities.entity_builder(tile.spawns)
.position(position)
.post_create([=](auto entity) {
entity.process([&](gameplay::Shooting_comp& shooting) {
shooting.default_orientation = 0;
shooting.rotation_per_step = 360.f / 16.f;
shooting.max_rotation = 999999999.f;
shooting.set_patterns({gameplay::Bulletpattern({{0, 0}})});
shooting.default_orientation = 270;
});
})
.create();
});*/
});
//turret rotating counter-clockwise
_spawners.emplace("<", [&](const Tile& tile, const glm::vec3& position) {
......