diff options
| author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-08 14:57:09 +0100 | 
|---|---|---|
| committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2025-01-08 14:57:09 +0100 | 
| commit | 714c8798dd0998ea15b1ba697962a97c586457fe (patch) | |
| tree | 86d36b17a71845cd4b5d16a0e9abd11df0d55c03 | |
| parent | fbd7c84e13381922bf327e20c1abc65337142445 (diff) | |
| parent | 0de6692dcb029540f4502c5a2f1a0c6634f7b61f (diff) | |
Merge remote-tracking branch 'origin/wouter/enemyAI' into niels/game
30 files changed, 727 insertions, 13 deletions
| diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index d1f49ed..ef82339 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -7,10 +7,16 @@ set(CMAKE_BUILD_TYPE Debug)  project(game C CXX)  add_subdirectory(../src crepe) +add_executable(main +	# enemy +	enemy/BattleScript.cpp +	enemy/EnemyPool.cpp +	enemy/EnemyBulletScript.cpp +	enemy/EnemyBulletSubScene.cpp +	enemy/EnemyBulletPool.cpp +	enemy/EnemySubScene.cpp +	enemy/EnemyScript.cpp -add_executable(main) - -target_sources(main PUBLIC  	#background  	background/AquariumSubScene.cpp  	background/AquariumScript.cpp @@ -52,6 +58,9 @@ target_sources(main PUBLIC  	# player  	player/PlayerScript.cpp  	player/PlayerSubScene.cpp +	player/PlayerBulletPool.cpp +	player/PlayerBulletScript.cpp +	player/PlayerBulletSubScene.cpp  	player/PlayerEndScript.cpp  	player/PlayerAudioScript.cpp diff --git a/game/Config.h b/game/Config.h index 64f2828..c698420 100644 --- a/game/Config.h +++ b/game/Config.h @@ -31,6 +31,9 @@ static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene  static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene  static constexpr int COLL_LAY_LASER = 7; // Only for GameScene  static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene +static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene +static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene  static constexpr float GAME_HEIGHT = 800; // In game units  static constexpr float HALLWAY_HEIGHT = 475; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 72eec9b..a255e17 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -6,18 +6,25 @@  #include "coins/CoinSystemScript.h"  #include "background/BackgroundSubScene.h" +#include "enemy/BattleScript.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h"  #include "hud/HudScript.h"  #include "hud/HudSubScene.h"  #include "hud/SpeedScript.h"  #include "menus/endgame/EndGameSubScene.h"  #include "missile/MissilePool.h"  #include "missile/SpawnEvent.h" +#include "player/PlayerBulletPool.h" +#include "player/PlayerBulletSubScene.h"  #include "player/PlayerSubScene.h"  #include "scheduler/ObjectsScheduler.h"  #include "prefab/ZapperPoolSubScene.h"  #include "workers/WorkersSubScene.h"  #include <cmath> +#include <crepe/api/AI.h>  #include <crepe/api/Animator.h>  #include <crepe/api/Asset.h>  #include <crepe/api/AudioSource.h> @@ -56,8 +63,15 @@ void GameScene::load_scene() {  	camera.add_component<BehaviorScript>().set_script<ObjectsScheduler>();  	camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); +	camera.add_component<BehaviorScript>().set_script<BattleScript>();  	camera.add_component<Rigidbody>(Rigidbody::Data {}); - +	AI & enemy_path_1 = camera.add_component<AI>(400); +	enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); +	AI & enemy_path_2 = camera.add_component<AI>(400); +	enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true); +	AI & enemy_path_3 = camera.add_component<AI>(400); +	enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true); +	// camer.add_component<AI>  	PlayerSubScene player(*this);  	MissilePool missile_pool(*this); @@ -96,7 +110,12 @@ void GameScene::load_scene() {  	//create coin pool  	CoinPoolSubScene coin_system;  	coin_system.create_coins(*this); - +	EnemyBulletPool enemy_bullet_pool; +	enemy_bullet_pool.create_bullets(*this); +	PlayerBulletPool player_bullet_pool; +	player_bullet_pool.create_bullets(*this); +	EnemyPool enemy_pool; +	enemy_pool.create_enemies(*this);  	HudSubScene hud;  	hud.create(*this); diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index e88b329..48055af 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -12,7 +12,6 @@ using namespace std;  void StartGameScript::fixed_update(crepe::duration_t dt) {  	Transform & player_transform = this->get_components_by_name<Transform>("player").front(); -  	// Create hole in wall and activate panic lamp  	if (player_transform.position.x > 75 && !this->created_hole) {  		Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..dde8da1 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,51 @@ +#include "BattleScript.h" +#include "EnemyScript.h" +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +using namespace std; +using namespace crepe; + +BattleScript::BattleScript() { engine.seed(rd()); } +void BattleScript::init() { +	std::uniform_int_distribution<int> dist(2, 10); +	int random_enemy_amount = dist(this->engine); +	// this->create_battle(random_enemy_amount); +	this->subscribe<BattleStartEvent>([this](const BattleStartEvent & e) -> bool { +		return this->create_battle(e); +	}); +} +void BattleScript::fixed_update(duration_t dt) { +	if (!battle_active) return; +	bool enemies_alive = false; +	RefVector<BehaviorScript> enemy_scripts +		= this->get_components_by_tag<BehaviorScript>("enemy"); + +	for (BehaviorScript & script : enemy_scripts) { +		if (script.active) { +			enemies_alive = true; +		} +	} +	if (!enemies_alive) { +		this->battle_active = false; +		this->trigger_event<BattleWonEvent>(); +	} +} +bool BattleScript::create_battle(const BattleStartEvent & e) { +	this->battle_active = true; +	RefVector<BehaviorScript> enemy_scripts +		= this->get_components_by_tag<BehaviorScript>("enemy"); +	std::uniform_real_distribution<float> dist(10, 30); +	for (int i = 0; i < e.num_enemies; i++) { +		BehaviorScript & script = enemy_scripts[i]; +		script.active = true; +		this->trigger_event<SpawnEnemyEvent>( +			SpawnEnemyEvent { +				.speed = dist(engine), +				.column = i, +			}, +			script.game_object_id +		); +	} +	return true; +} diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h new file mode 100644 index 0000000..ddd0be1 --- /dev/null +++ b/game/enemy/BattleScript.h @@ -0,0 +1,24 @@ +#pragma once + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct BattleWonEvent : public crepe::Event {}; + +struct BattleStartEvent : public crepe::Event { +public: +	int num_enemies = 0; +}; +class BattleScript : public crepe::Script { +public: +	BattleScript(); +	void init() override; +	void fixed_update(crepe::duration_t dt) override; + +private: +	bool battle_active = false; +	std::random_device rd; +	std::default_random_engine engine; +	bool create_battle(const BattleStartEvent & e); +}; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp new file mode 100644 index 0000000..3ee4816 --- /dev/null +++ b/game/enemy/EnemyBulletPool.cpp @@ -0,0 +1,11 @@ +#include "EnemyBulletPool.h" +#include "EnemyBulletSubScene.h" +using namespace std; + +void EnemyBulletPool::create_bullets(crepe::Scene & scn) { +	EnemyBulletSubScene bullet; +	int amount = 0; +	while (amount < this->MAXIMUM_AMOUNT) { +		amount = bullet.create(scn, amount); +	} +} diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h new file mode 100644 index 0000000..ee53fc4 --- /dev/null +++ b/game/enemy/EnemyBulletPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EnemyBulletPool { +public: +	void create_bullets(crepe::Scene & scn); + +private: +	static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp new file mode 100644 index 0000000..65c0c23 --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,40 @@ +#include "EnemyBulletScript.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> +#include <iostream> + +#include "EnemyConfig.h" +using namespace crepe; +using namespace std; +void EnemyBulletScript::init() { +	this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { +		return this->on_collide(e); +	}); +} +void EnemyBulletScript::fixed_update(crepe::duration_t dt) { +	Transform & transform = this->get_component<Transform>(); +	Camera & camera = this->get_components_by_name<Camera>("camera").front(); +	Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); +	Rigidbody & bullet_body = this->get_component<Rigidbody>(); +	//move +	transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); +	vec2 half_screen = camera.viewport_size / 2; +	float despawn_location = cam_transform.position.x - half_screen.x - 50; +	if (transform.position.x < despawn_location) { +		this->despawn_bullet(); +	} +} + +void EnemyBulletScript::despawn_bullet() { +	Transform & transform = this->get_component<Transform>(); +	Rigidbody & bullet_body = this->get_component<Rigidbody>(); +	bullet_body.active = false; +	transform.position = ENEMY_BULLET_POOL_LOCATION; +} + +bool EnemyBulletScript::on_collide(const CollisionEvent & e) { +	//cout << "collision happened with " << e.info.other.metadata.tag << endl; +	this->despawn_bullet(); +	return false; +} diff --git a/game/enemy/EnemyBulletScript.h b/game/enemy/EnemyBulletScript.h new file mode 100644 index 0000000..7dab751 --- /dev/null +++ b/game/enemy/EnemyBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class EnemyBulletScript : public crepe::Script { +public: +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +	bool on_collide(const crepe::CollisionEvent & e); +	void despawn_bullet(); +}; diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp new file mode 100644 index 0000000..5c31f1d --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -0,0 +1,51 @@ +#include <string> + +#include "../Config.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "../Random.h" +#include "EnemyBulletScript.h" +#include "EnemyBulletSubScene.h" +#include "EnemyScript.h" +using namespace crepe; +using namespace std; +int EnemyBulletSubScene::create(Scene & scn, int counter) { +	string unique_name = "enemy_bullet_" + to_string(counter++); +	GameObject bullet = scn.new_object( +		unique_name.c_str(), "enemy_bullet", ENEMY_BULLET_POOL_LOCATION, 0, 1 +	); + +	Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 0, +		.body_type = Rigidbody::BodyType::KINEMATIC, + +		.linear_velocity = vec2 {-250, 0}, +		.kinematic_collision = false, +		.collision_layers = {COLL_LAY_MISSILE,COLL_LAY_ZAPPER}, +		.collision_layer = COLL_LAY_BULLET +	}); +	bullet_body.active = false; +	BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 30)); +	//bullet_collider.active = false; +	Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; +	Sprite & bullet_sprite = bullet.add_component<Sprite>( +		bullet_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 1, +			.size = vec2(60, 0), +		} +	); +	bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>(); +	return counter; +} diff --git a/game/enemy/EnemyBulletSubScene.h b/game/enemy/EnemyBulletSubScene.h new file mode 100644 index 0000000..ac78ad9 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemyBulletSubScene { +public: +	int create(crepe::Scene & scn, int counter); +}; diff --git a/game/enemy/EnemyConfig.h b/game/enemy/EnemyConfig.h new file mode 100644 index 0000000..f7b660a --- /dev/null +++ b/game/enemy/EnemyConfig.h @@ -0,0 +1,7 @@ +#pragma once +#include <crepe/types.h> + +//button config +// static constexpr crepe::vec2 PLAYER_BULLET_POOL_LOCATION = {0, -850}; +static constexpr crepe::vec2 ENEMY_BULLET_POOL_LOCATION = {0, -750}; +static constexpr crepe::vec2 ENEMY_POOL_LOCATION = {0, -650}; diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp new file mode 100644 index 0000000..a7179bf --- /dev/null +++ b/game/enemy/EnemyPool.cpp @@ -0,0 +1,10 @@ +#include "EnemyPool.h" +#include "EnemySubScene.h" +using namespace std; +void EnemyPool::create_enemies(crepe::Scene & scn) { +	EnemySubScene enemy; +	int amount = 0; +	while (amount < this->MAXIMUM_AMOUNT) { +		amount = enemy.create(scn, amount); +	} +} diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h new file mode 100644 index 0000000..f4d6765 --- /dev/null +++ b/game/enemy/EnemyPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EnemyPool { +public: +	void create_enemies(crepe::Scene & scn); + +private: +	static constexpr int MAXIMUM_AMOUNT = 10; +}; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp new file mode 100644 index 0000000..8e475a8 --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,124 @@ +#include "EnemyScript.h" +#include "../Config.h" +#include "../Random.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Animator.h> +#include <crepe/types.h> +#include <random> +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript() { +	engine.seed(rd()); +	this->last_fired = std::chrono::steady_clock::now(); +	this->shot_delay = std::chrono::duration<float>(3 + Random::f(1, 0)); +} +void EnemyScript::init() { +	Metadata & meta = this->get_component<Metadata>(); +	this->subscribe<SpawnEnemyEvent>( +		[this](const SpawnEnemyEvent & e) -> bool { return this->spawn_enemy(e); }, +		meta.game_object_id +	); +	this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { +		return this->on_collide(e); +	}); +}; +void EnemyScript::fixed_update(duration_t dt) { +	if (this->alive) { +		return; +	} +	Transform & transform = this->get_component<Transform>(); +	Transform & player_transform = this->get_components_by_name<Transform>("player").front(); +	Rigidbody & enemy_body = this->get_component<Rigidbody>(); +	AI & ai_component = this->get_component<AI>(); + +	//transform.position += enemy_body.data.linear_velocity * dt.count(); +	float direction_to_player_y = player_transform.position.y - transform.position.y; +	float distance_to_player_y = std::abs(direction_to_player_y); + +	float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); + +	adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); +	// Move the path nodes on the Y-axis +	for (vec2 & path_node : ai_component.path) { +		path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); +	} +	//bullet fire logic: +	auto now = std::chrono::steady_clock::now(); +	std::chrono::duration<float> elapsed = now - last_fired; +	if (elapsed > shot_delay) { +		this->shoot(transform.position, 0); +		last_fired = now; +		this->shot_delay = std::chrono::duration<float>(Random::f(4, 1)); +	} +} +bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { +	this->speed = e.speed; +	AI & ai_component = this->get_component<AI>(); +	Transform & transform = this->get_component<Transform>(); +	Camera & camera = this->get_components_by_name<Camera>("camera").front(); +	Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + +	vec2 half_screen = camera.viewport_size / 2; +	float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); +	uniform_real_distribution<float> dist( +		cam_transform.position.y - half_screen.y + 100, +		cam_transform.position.y + half_screen.y - 100 +	); +	float random_height = dist(engine); +	vec2 spawn_location +		= {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height}; +	transform.position = spawn_location; +	ai_component.path.clear(); +	ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); +	ai_component.active = true; +	this->last_fired = std::chrono::steady_clock::now(); +	return true; +} + +bool EnemyScript::on_collide(const CollisionEvent & e) { +	if (e.info.other.metadata.tag == "player_bullet") { +		//this->despawn_enemy(); + +	} +	Animator& body_animator = this->get_components<Animator>().front(); +	body_animator.data.col = 2; +	//body_animator.play(); +	BehaviorScript & enemy_script = this->get_component<BehaviorScript>(); +	enemy_script.active = false; +	return false; +} +void EnemyScript::despawn_enemy() { +	Transform & transform = this->get_component<Transform>(); +	transform.position = ENEMY_POOL_LOCATION; +	AI & ai_component = this->get_component<AI>(); +	// Rigidbody& enemy_body +	ai_component.active = false; +} +void EnemyScript::shoot(const vec2 & location, float angle) { +	RefVector<Transform> bullet_transforms +		= this->get_components_by_tag<Transform>("enemy_bullet"); + +	for (Transform & bullet_pos : bullet_transforms) { +		if (bullet_pos.position.x == 0 && bullet_pos.position.y == -750) { + +			bullet_pos.position = location; +			bullet_pos.position.x -= 20; +			Rigidbody & bullet_body +				= this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); +			BoxCollider bullet_collider +				= this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); +			bullet_collider.active = true; +			bullet_body.active = true; +			AudioSource& audio = this->get_component<AudioSource>(); +			audio.play(); +			return; +		} +	} +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h new file mode 100644 index 0000000..42ecac4 --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,31 @@ +#pragma once +#include <chrono> +#include <crepe/api/Camera.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct SpawnEnemyEvent : public crepe::Event { +	float speed = 0; +	int column = 0; +}; +class EnemyScript : public crepe::Script { +public: +	EnemyScript(); +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +	void shoot(const crepe::vec2 & position, float angle); +	bool on_collide(const crepe::CollisionEvent & collisionData); +	void despawn_enemy(); +	bool spawn_enemy(const SpawnEnemyEvent & e); + +private: +	std::random_device rd; +	std::default_random_engine engine; +	bool alive = false; +	float speed = 50; +	const float MIN_SPEED = 10; +	const float MAX_SPEED = 130; +	const float MAX_DISTANCE = 100; +	std::chrono::time_point<std::chrono::steady_clock> last_fired; +	std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..8316db9 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,102 @@ +#include <string> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Sprite.h> + +#include "../Config.h" +#include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" +using namespace crepe; +using namespace std; +//#TODO add sound +int EnemySubScene::create(Scene & scn, int enemy_counter) { + +	string unique_name = "enemy_" + to_string(enemy_counter++); +	GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + +	enemy.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 0, +		.body_type = Rigidbody::BodyType::DYNAMIC, +		.max_linear_velocity = 400, +		.collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, +		.collision_layer = COLL_LAY_ENEMY, + +	}); +	Asset enemy_body_asset {"asset/workers/worker2Body.png"}; +	enemy.add_component<BoxCollider>(vec2(50, 50)); +	Sprite & enemy_body_sprite = enemy.add_component<Sprite>( +		enemy_body_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	Animator & body_animator = enemy.add_component<Animator>( +		enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.col = 1, +			.row = 0, +			.looping = false, +		} +	); +	body_animator.pause(); +	enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); +	Asset enemy_head_asset {"asset/workers/worker2Head.png"}; +	Sprite & enemy_head_sprite = enemy.add_component<Sprite>( +		enemy_head_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 1, +			.size = vec2(0, 50), +			.position_offset = vec2(0, -20), +		} +	); +	enemy.add_component<Animator>( +		enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	enemy.add_component<CircleCollider>(25, vec2(0, -20)); +	Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; +	Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( +		enemy_jetpack_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 2, +			.size = vec2(0, 60), +			.position_offset = vec2(20, 0), +		} +	); +	enemy_jetpack_sprite.active = true; +	enemy.add_component<Animator>( +		enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), +		Animator::Data { +			.fps = 5, +			.looping = true, +		} +	); +	enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume +		= 0.1; +	AI & ai_component = enemy.add_component<AI>(3000); +	ai_component.path_follow_on(); +	BehaviorScript & enemy_script +		= enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); +	enemy_script.active = false; +	return enemy_counter; +} diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h new file mode 100644 index 0000000..3899250 --- /dev/null +++ b/game/enemy/EnemySubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemySubScene { +public: +	int create(crepe::Scene & scn, int enemy_counter); +}; diff --git a/game/main.cpp b/game/main.cpp index a41fc99..14eec99 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -17,7 +17,6 @@ int main() {  	Config::get_instance() = ENGINE_CONFIG;  	Engine gameloop; -	gameloop.add_scene<GameScene>();  	gameloop.add_scene<MainMenuScene>();  	gameloop.add_scene<ShopMenuScene>();  	gameloop.add_scene<GameScene>(); diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..5285ec8 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,11 @@ +#include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { +	PlayerBulletSubScene bullet; +	int amount = 0; +	while (amount < this->MAXIMUM_AMOUNT) { +		amount = bullet.create(scn, amount); +	} +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..9618d54 --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class PlayerBulletPool { +public: +	void create_bullets(crepe::Scene & scn); + +private: +	static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp new file mode 100644 index 0000000..a76b7eb --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,41 @@ + +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> + +#include "PlayerBulletScript.h" + +using namespace crepe; +using namespace std; +void PlayerBulletScript::init() { +	this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { +		return this->on_collide(e); +	}); +} +void PlayerBulletScript::fixed_update(crepe::duration_t dt) { +	Transform & transform = this->get_component<Transform>(); +	Camera & camera = this->get_components_by_name<Camera>("camera").front(); +	Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); +	Rigidbody & bullet_body = this->get_component<Rigidbody>(); +	transform.rotation += bullet_body.data.angular_velocity; +	transform.position += bullet_body.data.linear_velocity * dt.count(); +	vec2 half_screen = camera.viewport_size / 2; +	float despawn_location = cam_transform.position.x + half_screen.x + 50; +	if (transform.position.x > despawn_location) { +		this->despawn_bullet(); +	} +} + +void PlayerBulletScript::despawn_bullet() { +	Transform & transform = this->get_component<Transform>(); +	Rigidbody & bullet_body = this->get_component<Rigidbody>(); +	bullet_body.active = false; +	BehaviorScript & bullet_script = this->get_component<BehaviorScript>(); +	bullet_script.active = false; +	transform.position = {0, -850}; +} + +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { +	this->despawn_bullet(); +	return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..0637790 --- /dev/null +++ b/game/player/PlayerBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class PlayerBulletScript : public crepe::Script { +public: +	void init() override; +	void fixed_update(crepe::duration_t dt) override; +	bool on_collide(const crepe::CollisionEvent & e); +	void despawn_bullet(); +}; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp new file mode 100644 index 0000000..2d237de --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <string> + +#include "../Config.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "PlayerBulletScript.h" +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn, int counter) { +	string unique_name = "player_bullet_" + to_string(counter++); +	GameObject player_bullet +		= scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + +	Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 0, +		.body_type = Rigidbody::BodyType::KINEMATIC, +		.linear_velocity = vec2 {400, 0}, +		.angular_velocity = 10, +		.kinematic_collision = false, +		.collision_layers = {COLL_LAY_ENEMY,COLL_LAY_ZAPPER}, + +		.collision_layer = COLL_LAY_PLAYER_BULLET, + +	}); +	player_bullet_body.active = false; +	BoxCollider & player_bullet_collider +		= player_bullet.add_component<BoxCollider>(vec2(30, 30)); + +	Asset player_bullet_asset {"asset/other_effects/crepe.png"}; +	Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( +		player_bullet_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_OBSTACLES, +			.order_in_layer = 1, +			.size = vec2(30, 0), +		} +	); +	player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active +		= false; +	return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..72eda62 --- /dev/null +++ b/game/player/PlayerBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerBulletSubScene { +public: +	int create(crepe::Scene & scn, int counter); +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index d45a519..d32da0b 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,9 +1,10 @@  #include "PlayerScript.h"  #include "../Config.h" - +#include "../enemy/BattleScript.h"  #include <crepe/api/Animator.h>  #include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.h>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Transform.h> @@ -16,8 +17,8 @@ void PlayerScript::init() {  	subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {  		return this->on_collision(ev);  	}); +	this->last_fired = std::chrono::steady_clock::now();  } -  bool PlayerScript::on_collision(const CollisionEvent & ev) {  	BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front();  	BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); @@ -59,7 +60,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {  		audio.play();  		return false; -	} else if (ev.info.other.metadata.tag == "missile") { +	} else if (ev.info.other.metadata.tag == "missile" +			   || ev.info.other.metadata.tag == "enemy_bullet") {  		for (Animator & anim : animators) {  			anim.active = true;  			anim.set_anim(5); @@ -92,6 +94,20 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  	}  	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); +	if (this->get_key_state(Keycode::P)) { +		this->trigger_event<BattleStartEvent>(BattleStartEvent { +			.num_enemies = 5, +		}); +	} +	if (this->get_key_state(Keycode::ENTER)) { + +		auto now = std::chrono::steady_clock::now(); +		std::chrono::duration<float> elapsed = now - last_fired; +		if (elapsed > shot_delay) { +			this->shoot(transform.position, 0); +			last_fired = now; +		} +	}  	if (this->get_key_state(Keycode::SPACE)) {  		rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02);  		if (prev_anim != 1) { @@ -139,3 +155,26 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  		}  	}  } + +void PlayerScript::shoot(const vec2 & location, float angle) { +	RefVector<Transform> bullet_transforms +		= this->get_components_by_tag<Transform>("player_bullet"); + +	for (Transform & bullet_pos : bullet_transforms) { +		if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { + +			bullet_pos.position = location; +			bullet_pos.position.x += 20; +			Rigidbody & bullet_body +				= this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); +			BoxCollider bullet_collider +				= this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); +			bullet_body.active = true; +			BehaviorScript & bullet_script +				= this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id) +					  .front(); +			bullet_script.active = true; +			return; +		} +	} +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..e7d860a 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,8 @@  #pragma once +#include <chrono>  #include <crepe/api/Event.h>  #include <crepe/api/Script.h> -  class PlayerScript : public crepe::Script {  public:  	void init(); @@ -10,8 +10,13 @@ public:  private:  	bool on_collision(const crepe::CollisionEvent & ev); +	// bool on_key_up(const crepe::KeyReleaseEvent& ev); +	void shoot(const crepe::vec2 & location, float angle);  private:  	int prev_anim = 0; +	std::chrono::time_point<std::chrono::steady_clock> last_fired; +	std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); +  	int current_jetpack_sound = 0;  }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index f136605..c4d689a 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -149,7 +149,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  		.body_type = Rigidbody::BodyType::DYNAMIC,  		.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0),  		.collision_layers -		= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, +		= {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE, COLL_LAY_BULLET +		},  		.collision_layer = COLL_LAY_PLAYER,  	});  	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp index deaf0ee..625044d 100644 --- a/game/workers/CollisionScript.cpp +++ b/game/workers/CollisionScript.cpp @@ -49,7 +49,7 @@ bool CollisionScript::on_collision(const CollisionEvent & ev) {  		bs_panic.active = false;  		return false; -	} else if (ev.info.other.metadata.tag == "missile") { +	} else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") {  		for (Animator & anim : animators) {  			anim.active = false;  			anim.set_anim(3); |