diff options
| author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-10 10:12:41 +0100 | 
|---|---|---|
| committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-10 10:12:41 +0100 | 
| commit | c1325d3e979e294fced8f80ce43dd1eb86d7f5df (patch) | |
| tree | 8a9db668164e67811fd7f655af3332418c6145a0 | |
| parent | cb81d9c3bbb57404dc469dd16cf3bb9c15c1cd5d (diff) | |
balance changes
| -rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 2 | ||||
| -rw-r--r-- | game/enemy/EnemyScript.cpp | 11 | ||||
| -rw-r--r-- | game/player/PlayerBulletSubScene.cpp | 2 | ||||
| -rw-r--r-- | game/scheduler/ObjectsScheduler.cpp | 4 | 
4 files changed, 11 insertions, 8 deletions
| diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index fb3a4cd..1406660 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -28,7 +28,7 @@ int EnemyBulletSubScene::create(Scene & scn, int counter) {  	Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data {  		.gravity_scale = 0,  		.body_type = Rigidbody::BodyType::KINEMATIC, -		.linear_velocity = vec2 {-350, 0}, +		.linear_velocity = vec2 {-300, 0},  		.kinematic_collision = false,  		.collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_MISSILE, COLL_LAY_ZAPPER},  		.collision_layer = COLL_LAY_BULLET diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index c677dac..e3c8e9f 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -14,6 +14,7 @@  #include <crepe/api/Transform.h>  #include <crepe/types.h>  #include <random> +#include <iostream>  using namespace crepe;  using namespace std;  EnemyScript::EnemyScript() { @@ -72,7 +73,7 @@ void EnemyScript::fixed_update(duration_t dt) {  	if (elapsed > shot_delay) {  		this->shoot(transform.position);  		last_fired = now; -		this->shot_delay = std::chrono::duration<float>(Random::f(4, 1)); +		this->shot_delay = std::chrono::duration<float>(Random::f(4, 1.5));  	}  } @@ -100,7 +101,7 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {  	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 - 60 * (1 + e.column); +	float x_value = cam_transform.position.x + half_screen.x - 40 * (1 + e.column);  	uniform_real_distribution<float> dist(  		cam_transform.position.y - half_screen.y + 100,  		cam_transform.position.y + half_screen.y - 100 @@ -131,14 +132,16 @@ void EnemyScript::set_hit_blink(bool status) {  bool EnemyScript::on_collide(const CollisionEvent & e) {  	if (!this->alive) return false;  	if (e.info.other.metadata.tag == "player_bullet") { +		cout << "health: " << health << endl;  		this->health--;  		last_hit = std::chrono::steady_clock::now();  		//Sprite& sprite;  		set_hit_blink(true); -	} -	if (health <= 0) { +		if (health <= 0) {  		this->death();  	} +	} +	  	//body_animator.play();  	return false; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp index 5e1c66e..82ce4a9 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -24,7 +24,7 @@ int PlayerBulletSubScene::create(Scene & scn, int counter) {  	Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data {  		.gravity_scale = 0,  		.body_type = Rigidbody::BodyType::KINEMATIC, -		.linear_velocity = vec2 {400, 0}, +		.linear_velocity = vec2 {450, 0},  		.angular_velocity = 300,  		.kinematic_collision = false,  		.collision_layers = {COLL_LAY_ENEMY, COLL_LAY_ZAPPER}, diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp index 8415ef8..816e1ee 100644 --- a/game/scheduler/ObjectsScheduler.cpp +++ b/game/scheduler/ObjectsScheduler.cpp @@ -16,14 +16,14 @@ void ObjectsScheduler::preset_0() {  	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});  	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});  	this->trigger_event<BattleStartEvent>(BattleStartEvent { -		.num_enemies = Random::i(3, 1), +		.num_enemies = Random::i(2, 1),  		.battle = false,  	});  }  void ObjectsScheduler::preset_1() {  	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});  	this->trigger_event<BattleStartEvent>(BattleStartEvent { -		.num_enemies = Random::i(4, 1), +		.num_enemies = Random::i(2, 1),  		.battle = false,  	});  } |