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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 12:17:30 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 12:17:30 +0100
commit1a5744a3285a5ba5132fb4f6f031c27df1b64d33 (patch)
treee1a893eadc08da75910cd4a4e4608959bffde1b7 /game/enemy/EnemyScript.cpp
parent49f0f0a24c1557a90530e0d2e0160e221644728a (diff)
enemy death working
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r--game/enemy/EnemyScript.cpp45
1 files changed, 29 insertions, 16 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 1fbefaa..2bdab2c 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -1,4 +1,3 @@
-#include <iostream>
#include "../Config.h"
#include "EnemyScript.h"
#include <crepe/api/Animator.h>
@@ -8,44 +7,51 @@
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
+#include <random>
+#include "../Random.h"
using namespace crepe;
using namespace std;
EnemyScript::EnemyScript(){
- //cout << column << std::endl;
engine.seed(rd());
this->last_fired = std::chrono::steady_clock::now();
+ this->shot_delay = std::chrono::duration<float>(2.5 + Random::f(0,1));
}
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);
- //cout << "speed: "<< adjustment_speed << endl;
- //cout << "direction: " << direction_to_player_y << endl;
// 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 > std::chrono::duration<float>(5)) {
+ if (elapsed > shot_delay) {
this->shoot(transform.position,0);
last_fired = now;
+ this->shot_delay = std::chrono::duration<float>(Random::f(0.8,4));
}
}
@@ -55,8 +61,8 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){
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;
- //cout << "column: " << e.column << endl;
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,
@@ -68,20 +74,27 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){
// transform.position = vec2{cam_transform}
ai_component.path.clear();
ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true);
-
+ ai_component.active = true;
return true;
}
-void EnemyScript::onCollide(const CollisionEvent & collisionData){
-
+bool EnemyScript::on_collide(const CollisionEvent & e){
+ if(e.info.other.metadata.tag == "player_bullet"){
+ this->despawn_enemy();
+ }
+ return false;
+}
+void EnemyScript::despawn_enemy(){
+ Transform& transform = this->get_component<Transform>();
+ transform.position = vec2{0,-650};
+ AI& ai_component = this->get_component<AI>();
+ // Rigidbody& enemy_body
+ ai_component.active = false;
}
-
void EnemyScript::shoot(const vec2& location,float angle){
- //cout << "enemy shot" << endl;
- RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("EnemyBullet");
+ RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet");
for(Transform& bullet_pos : bullet_transforms){
- //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl;
if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){
bullet_pos.position = location;