diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-10 12:05:16 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-10 12:05:16 +0100 |
commit | 15a958a7f327bb2e81e7d445f1499ec78c7f5839 (patch) | |
tree | 335754f27b42f00353be643c2f01240ec7a2bcc4 | |
parent | d20b25828b53af170a6534263e8de114e7fac121 (diff) |
alers scripts and quitscript with ESC key
-rw-r--r-- | game/CMakeLists.txt | 3 | ||||
-rw-r--r-- | game/GameScene.cpp | 1 | ||||
-rw-r--r-- | game/QuitScript.cpp | 23 | ||||
-rw-r--r-- | game/QuitScript.h | 11 | ||||
-rw-r--r-- | game/menus/mainmenu/MainMenuScene.cpp | 2 | ||||
-rw-r--r-- | game/missile/AlertScript.cpp | 38 | ||||
-rw-r--r-- | game/missile/AlertScript.h | 10 | ||||
-rw-r--r-- | game/missile/AlertSubScene.cpp | 38 | ||||
-rw-r--r-- | game/missile/AlertSubScene.h | 7 | ||||
-rw-r--r-- | game/missile/MissilePool.cpp | 2 | ||||
-rw-r--r-- | game/missile/MissileScript.cpp | 11 | ||||
-rw-r--r-- | game/missile/MissileSubScene.cpp | 25 | ||||
-rw-r--r-- | game/missile/SpawnEvent.cpp | 22 |
13 files changed, 168 insertions, 25 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index e1168eb..70445c9 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -41,6 +41,8 @@ target_sources(main PUBLIC missile/MissilePool.cpp missile/MissileScript.cpp missile/MissileSubScene.cpp + missile/AlertSubScene.cpp + missile/AlertScript.cpp missile/SpawnEvent.cpp #scheduling @@ -57,6 +59,7 @@ target_sources(main PUBLIC GameScene.cpp MoveCameraManualyScript.cpp StartGameScript.cpp + QuitScript.cpp # player player/PlayerScript.cpp diff --git a/game/GameScene.cpp b/game/GameScene.cpp index ea55f7b..7803c9d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -1,6 +1,5 @@ #include "GameScene.h" #include "Config.h" -#include "MoveCameraManualyScript.h" #include "StartGameScript.h" #include "coins/CoinPoolSubScene.h" #include "coins/CoinSystemScript.h" diff --git a/game/QuitScript.cpp b/game/QuitScript.cpp new file mode 100644 index 0000000..e48863f --- /dev/null +++ b/game/QuitScript.cpp @@ -0,0 +1,23 @@ + + +#include "QuitScript.h" +#include "api/Event.h" +#include "api/KeyCodes.h" + + +using namespace crepe; + +bool QuitScript::on_event(const KeyPressEvent & ev){ + if (Keycode::ESCAPE == ev.key) { + trigger_event<ShutDownEvent>(ShutDownEvent{}); + } + return false; +} + + + +void QuitScript::init(){ + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->on_event(ev); + }); +} diff --git a/game/QuitScript.h b/game/QuitScript.h new file mode 100644 index 0000000..c295183 --- /dev/null +++ b/game/QuitScript.h @@ -0,0 +1,11 @@ +#pragma once + + +#include "api/Script.h" +class QuitScript : public crepe::Script { +private: + bool on_event(const crepe::KeyPressEvent & ev); + +public: + void init(); +}; diff --git a/game/menus/mainmenu/MainMenuScene.cpp b/game/menus/mainmenu/MainMenuScene.cpp index fba90ac..ad2c54d 100644 --- a/game/menus/mainmenu/MainMenuScene.cpp +++ b/game/menus/mainmenu/MainMenuScene.cpp @@ -2,6 +2,7 @@ #include "MainMenuScene.h" #include "CreditsSubScene.h" #include "MainMenuConfig.h" +#include "QuitScript.h" #include "TransitionStartSubScript.h" #include "../ButtonSubScene.h" @@ -33,6 +34,7 @@ void MainMenuScene::load_scene() { } ); camera_object.add_component<BehaviorScript>().set_script<TransitionStartSubScript>(); + camera_object.add_component<BehaviorScript>().set_script<QuitScript>(); //Button menu GameObject menu_button = this->new_object(MENU_BUTTON_NAME, MENU_BUTTON_NAME, MENU_OFFSET); diff --git a/game/missile/AlertScript.cpp b/game/missile/AlertScript.cpp new file mode 100644 index 0000000..c1124ac --- /dev/null +++ b/game/missile/AlertScript.cpp @@ -0,0 +1,38 @@ +#include "AlertScript.h" +#include "../Config.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" + +#include <crepe/api/Transform.h> + +using namespace crepe; + +void AlertScript::fixed_update(crepe::duration_t dt) { + const auto & cam = this->get_components_by_name<Transform>("camera").front().get(); + //missile transform + const auto & this_transform = this->get_component<Transform>(); + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + const auto & this_collider = this->get_component<CircleCollider>(); + + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + auto alert_transforms = this->get_components_by_name<Transform>("missile_alert"); + + int idx = 0; + for (int i = 0; i < missile_transforms.size(); i++) { + const auto & missile_transform = missile_transforms[i].get(); + if (this_transform.game_object_id == missile_transform.game_object_id) { + idx = i; + break; + } + } + + auto & alert_transform = alert_transforms[idx].get(); + alert_transform.position.x = cam.position.x + (VIEWPORT_X / 2 - 100); + alert_transform.position.y = this_transform.position.y; + + // check if transform is in camera view + if (this_transform.position.x > cam.position.x - (VIEWPORT_X / 2) + && this_transform.position.x < cam.position.x + (VIEWPORT_X / 2)) { + alert_sprites[idx].get().active = false; + } +} diff --git a/game/missile/AlertScript.h b/game/missile/AlertScript.h new file mode 100644 index 0000000..ab29863 --- /dev/null +++ b/game/missile/AlertScript.h @@ -0,0 +1,10 @@ +#pragma once + +#include "api/Script.h" +class AlertScript : public crepe::Script { +private: + bool has_alert = false; + +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/AlertSubScene.cpp b/game/missile/AlertSubScene.cpp new file mode 100644 index 0000000..c3379e8 --- /dev/null +++ b/game/missile/AlertSubScene.cpp @@ -0,0 +1,38 @@ +#include "AlertSubScene.h" +#include "../Config.h" +#include "api/Animator.h" +#include "api/BehaviorScript.h" +#include "api/Scene.h" +#include "api/Sprite.h" +#include "missile/AlertScript.h" + +using namespace crepe; + +MissileAlert::MissileAlert(Scene& scn){ + GameObject alert = scn.new_object("missile_alert", "missile_alert", {0, 0}, 0, 1); + + Asset missile_alert_ss {"asset/obstacles/missile/missileAlert.png"}; + + //alert.add_component<BehaviorScript>().set_script<AlertScript>(); + + auto & missile_alert_sprite = alert.add_component<Sprite>( + missile_alert_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 100}, + } + ); + + auto & missile_alert_anim = alert.add_component<Animator>( + missile_alert_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missile_alert_anim.set_anim(1); + missile_alert_sprite.active = false; + + +} diff --git a/game/missile/AlertSubScene.h b/game/missile/AlertSubScene.h new file mode 100644 index 0000000..661b3f1 --- /dev/null +++ b/game/missile/AlertSubScene.h @@ -0,0 +1,7 @@ +#pragma once + +#include "api/Scene.h" +class MissileAlert { +public: + MissileAlert(crepe::Scene & scn); +}; diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp index e549210..23f03c9 100644 --- a/game/missile/MissilePool.cpp +++ b/game/missile/MissilePool.cpp @@ -1,5 +1,6 @@ #include "MissilePool.h" #include "MissileSubScene.h" +#include "missile/AlertSubScene.h" #include <crepe/api/Scene.h> @@ -10,6 +11,7 @@ MissilePool::MissilePool(Scene & scn) { int amount = 0; MissileSubScene missile; while (amount < this->MAX_MISSILE_COUNT) { + MissileAlert alert(scn); missile.create(scn); amount++; } diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp index 6d0e40e..2d1052e 100644 --- a/game/missile/MissileScript.cpp +++ b/game/missile/MissileScript.cpp @@ -1,6 +1,9 @@ #include "MissileScript.h" #include "../Config.h" +#include "Collider.h" #include "api/BehaviorScript.h" +#include "api/CircleCollider.h" +#include "api/Rigidbody.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> @@ -25,8 +28,9 @@ void MissileScript::init() { void MissileScript::kill_missile() { auto animations = this->get_components<Animator>(); auto sprites = this->get_components<Sprite>(); + auto collider = this->get_component<CircleCollider>(); auto & fly_sound = this->get_components<AudioSource>().front().get(); - auto & this_script = this->get_components<BehaviorScript>().back().get(); + auto & this_script = this->get_components<BehaviorScript>().front().get(); animations[0].get().active = false; animations[1].get().active = false; @@ -34,7 +38,7 @@ void MissileScript::kill_missile() { sprites[0].get().active = false; sprites[1].get().active = false; sprites[2].get().active = true; - + collider.active = false; this_script.active = false; this->seeking_disabled = false; @@ -47,9 +51,12 @@ void MissileScript::activate() { anim[0].get().active = true; anim[1].get().active = true; anim[2].get().stop(); + //anim[3].get().active = true; + sprites[0].get().active = true; sprites[1].get().active = true; sprites[2].get().active = false; + //sprites[3].get().active = true; } bool MissileScript::on_collision(const CollisionEvent & ev) { diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp index 6719c3d..6df6c87 100644 --- a/game/missile/MissileSubScene.cpp +++ b/game/missile/MissileSubScene.cpp @@ -1,6 +1,8 @@ #include "MissileSubScene.h" #include "../Config.h" #include "../missile/MissileScript.h" +#include "Random.h" +#include "missile/AlertScript.h" #include <crepe/api/AI.h> #include <crepe/api/Animator.h> @@ -10,14 +12,10 @@ #include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> #include <crepe/types.h> -#include <random> using namespace crepe; void MissileSubScene::create(crepe::Scene & scn) { - std::random_device rd; - std::mt19937 gen(rd()); - GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1); Asset missle_ss {"asset/obstacles/missile/missile.png"}; @@ -27,6 +25,7 @@ void MissileSubScene::create(crepe::Scene & scn) { Asset missile_fire {"asset/sfx/missile_launch.ogg"}; missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false; + missle.add_component<BehaviorScript>().set_script<AlertScript>(); auto & sound = missle.add_component<AudioSource>(missile_fire); sound.volume = 0.5; @@ -88,16 +87,16 @@ void MissileSubScene::create(crepe::Scene & scn) { missile_explosion_sprite.active = false; explosion_anim.active = false; - std::uniform_int_distribution<> dist(200, 250); - missle.add_component<Rigidbody>(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .max_linear_velocity = static_cast<float>(dist(gen)), - .kinematic_collision = false, - .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, - .collision_layer = COLL_LAY_MISSILE, - }); + missle + .add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = Random::f(250, 200), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); - missle.add_component<CircleCollider>(3); + missle.add_component<CircleCollider>(3).active = false; auto & missle_ai = missle.add_component<AI>(1000); } diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp index 03a9b8c..c407832 100644 --- a/game/missile/SpawnEvent.cpp +++ b/game/missile/SpawnEvent.cpp @@ -1,4 +1,7 @@ #include "SpawnEvent.h" +#include "Config.h" +#include "Random.h" +#include "api/CircleCollider.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> @@ -8,7 +11,6 @@ #include <crepe/api/Transform.h> #include <cstdlib> -#include <random> using namespace crepe; @@ -18,28 +20,30 @@ void MissileSpawnEventHandler::init() { }); } -std::random_device rd; -std::mt19937 gen(rd()); - bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { - auto missile_sprites = this->get_components_by_name<Sprite>("missile"); auto missile_transforms = this->get_components_by_name<Transform>("missile"); + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + auto alert_transforms = this->get_components_by_name<Transform>("missile_alert"); + auto colliders = this->get_components_by_name<CircleCollider>("missile"); auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile"); auto missile_audiosources = this->get_components_by_name<AudioSource>("missile"); auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get(); for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) { - auto & script = missile_behaviorscripts[i].get(); + auto & script = missile_behaviorscripts[i * 2].get(); if (script.active) continue; script.active = true; - + colliders[i].get().active = true; missile_audiosources[i * 2].get().play(); auto & transform = missile_transforms[i].get(); transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; - std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE); - transform.position.y = dist(gen); + transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE); + + auto & alert_transform = alert_transforms[i].get(); + auto & alert_sprite = alert_sprites[i].get(); + alert_sprite.active = true; break; } |