aboutsummaryrefslogtreecommitdiff
path: root/game/enemy/EnemyScript.cpp
diff options
context:
space:
mode:
authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 14:46:30 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 14:46:30 +0100
commit7739a80176cea889ce240d18d354c5174825b25a (patch)
treee61974e217791cd86f519bf1c4cfd3b082d55166 /game/enemy/EnemyScript.cpp
parent8b32dbc33c434f84b4aab98819147c3b8416ff69 (diff)
workers during normal sequence working
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r--game/enemy/EnemyScript.cpp61
1 files changed, 52 insertions, 9 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 5c03539..04d577a 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -2,6 +2,7 @@
#include "../Config.h"
#include "../Random.h"
#include "EnemyConfig.h"
+#include <iostream>
#include <crepe/api/AI.h>
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
@@ -9,7 +10,11 @@
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
+#include <crepe/api/Sprite.h>
#include <crepe/types.h>
+#include "../Random.h"
+#include "api/Color.h"
+#include "api/Sprite.h"
#include <random>
using namespace crepe;
using namespace std;
@@ -40,23 +45,33 @@ void EnemyScript::fixed_update(duration_t dt) {
//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);
-
+ //cout << "before clamp speed: " << adjustment_speed << endl;
adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED);
// Move the path nodes on the Y-axis
+ //cout << "adjusted_speed: " << adjustment_speed << endl;
+ Rigidbody& player_body = this->get_components_by_tag<Rigidbody>("player").front();
for (vec2 & path_node : ai_component.path) {
path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count();
+ path_node.x += player_body.data.linear_velocity.x * 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);
+ this->shoot(transform.position);
last_fired = now;
this->shot_delay = std::chrono::duration<float>(Random::f(4, 1));
}
+ std::chrono::duration<float> elapsed_hit = now - last_hit;
+ //hit blink timer
+ if(elapsed_hit > blink_time){
+ set_hit_blink(false);
+ }
}
+
bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
this->speed = e.speed;
AI & ai_component = this->get_component<AI>();
@@ -65,7 +80,7 @@ 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 - 50 * (1 + e.column);
+ float x_value = cam_transform.position.x + half_screen.x - 70 * (1 + e.column);
uniform_real_distribution<float> dist(
cam_transform.position.y - half_screen.y + 100,
cam_transform.position.y + half_screen.y - 100
@@ -75,31 +90,52 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
= {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.make_oval_path(10, 30, vec2 {x_value, random_height}, 1.5708, true);
ai_component.active = true;
this->last_fired = std::chrono::steady_clock::now();
return false;
}
+void EnemyScript::set_hit_blink(bool status){
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ for(Sprite& sprite : sprites){
+ if(status){
+ sprite.data.color = Color::RED;
+ continue;
+ }
+ sprite.data.color = Color::WHITE;
+ }
+}
+
bool EnemyScript::on_collide(const CollisionEvent & e) {
if (e.info.other.metadata.tag == "player_bullet") {
+ this->health--;
+ last_hit = std::chrono::steady_clock::now();
+ //Sprite& sprite;
+ set_hit_blink(true);
+
+ }
+ if(health <= 0){
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>();
+ BehaviorScript & enemy_script = this->get_component<BehaviorScript>();
+ enemy_script.active = false;
+ Animator & body_animator = this->get_components<Animator>().front();
+ body_animator.data.col = 2;
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) {
+
+void EnemyScript::shoot(const vec2 & location) {
RefVector<Transform> bullet_transforms
= this->get_components_by_tag<Transform>("enemy_bullet");
@@ -120,3 +156,10 @@ void EnemyScript::shoot(const vec2 & location, float angle) {
}
}
}
+
+void EnemyScript::create_tank(){
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ Sprite& tank_body = sprites[2];
+ tank_body.active = true;
+
+}