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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 16:09:08 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 16:09:08 +0100
commite09e5d3b22f551ef462ba028530dddb6bc578257 (patch)
tree1ef91c73585bfbf441f8cb888c19c8202abfa115 /game/enemy/BattleScript.cpp
parent75cbcb0442bd8849ed109a34e7529b400eecbb30 (diff)
make format
Diffstat (limited to 'game/enemy/BattleScript.cpp')
-rw-r--r--game/enemy/BattleScript.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
index f482d5a..7bea79a 100644
--- a/game/enemy/BattleScript.cpp
+++ b/game/enemy/BattleScript.cpp
@@ -1,6 +1,6 @@
#include "BattleScript.h"
-#include "EnemyScript.h"
#include "../enemy/EnemyConfig.h"
+#include "EnemyScript.h"
#include "api/Transform.h"
#include <crepe/api/AI.h>
#include <crepe/api/BehaviorScript.h>
@@ -20,8 +20,7 @@ void BattleScript::init() {
void BattleScript::fixed_update(duration_t dt) {
if (!battle_active) return;
bool enemies_alive = false;
- RefVector<AI> enemy_ai
- = this->get_components_by_tag<AI>("enemy");
+ RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
for (AI & ai : enemy_ai) {
if (ai.active) {
@@ -39,13 +38,13 @@ bool BattleScript::create_battle(const BattleStartEvent & e) {
return false;
}
void BattleScript::spawn_enemies(int amount) {
- RefVector<AI> enemy_ai
- = this->get_components_by_tag<AI>("enemy");
+ RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
std::uniform_real_distribution<float> dist(70, 150);
int spawned = 0;
for (int i = 0; i < 7; i++) {
- AI& ai = enemy_ai[i];
- Transform& enemy_transform = this->get_components_by_id<Transform>(ai.game_object_id).front();
+ AI & ai = enemy_ai[i];
+ Transform & enemy_transform
+ = this->get_components_by_id<Transform>(ai.game_object_id).front();
if (ai.active == true || enemy_transform.position != ENEMY_POOL_LOCATION) continue;
this->queue_event<SpawnEnemyEvent>(
SpawnEnemyEvent {
@@ -55,7 +54,7 @@ void BattleScript::spawn_enemies(int amount) {
ai.game_object_id
);
spawned++;
- if(spawned >= amount){
+ if (spawned >= amount) {
return;
}
}