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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 13:52:43 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 13:52:43 +0100
commitfcec9d7598f0808d4081120a9cb2036bdea59737 (patch)
tree4963d2f791a4c3ba27d357ad38345094a8e65fc4 /game/enemy/BattleScript.cpp
parent1413beea3b506b15b9f0080cec29c745d1ef88da (diff)
make format
Diffstat (limited to 'game/enemy/BattleScript.cpp')
-rw-r--r--game/enemy/BattleScript.cpp52
1 files changed, 26 insertions, 26 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
index 2564e3d..dde8da1 100644
--- a/game/enemy/BattleScript.cpp
+++ b/game/enemy/BattleScript.cpp
@@ -1,51 +1,51 @@
#include "BattleScript.h"
-#include <crepe/api/AI.h>
#include "EnemyScript.h"
+#include <crepe/api/AI.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Metadata.h>
-#include "EnemyScript.h"
using namespace std;
using namespace crepe;
-BattleScript::BattleScript(){
- engine.seed(rd());
-}
-void BattleScript::init(){
- std::uniform_int_distribution<int> dist(2,10);
+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 {
+ this->subscribe<BattleStartEvent>([this](const BattleStartEvent & e) -> bool {
return this->create_battle(e);
});
}
-void BattleScript::fixed_update(duration_t dt){
- if(!battle_active) return;
+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){
+ 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){
+ if (!enemies_alive) {
this->battle_active = false;
this->trigger_event<BattleWonEvent>();
}
}
-bool BattleScript::create_battle(const BattleStartEvent& e){
+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];
+ 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);
-
+ this->trigger_event<SpawnEnemyEvent>(
+ SpawnEnemyEvent {
+ .speed = dist(engine),
+ .column = i,
+ },
+ script.game_object_id
+ );
}
return true;
}
-