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authorMax-001 <maxsmits21@kpnmail.nl>2025-01-10 17:07:28 +0100
committerMax-001 <maxsmits21@kpnmail.nl>2025-01-10 17:07:28 +0100
commit912774706bab1e7817facb3cff12e961a89d1980 (patch)
tree0896b12c29dccc247c69e54daaa32d8ce3097ed0 /game/enemy/EnemyScript.cpp
parent90a33d36c34b1512270a6724564995dd8bf914a6 (diff)
parent7aa07561a52016007ff852acefa4db68260f0f1e (diff)
Merge remote-tracking branch 'origin/wouter/game-improvements' into max/game2
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r--game/enemy/EnemyScript.cpp128
1 files changed, 106 insertions, 22 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 5c03539..0822c29 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -1,13 +1,16 @@
#include "EnemyScript.h"
#include "../Config.h"
#include "../Random.h"
-#include "EnemyConfig.h"
+#include "../enemy/EnemyConfig.h"
+#include "api/Color.h"
+#include "api/Sprite.h"
#include <crepe/api/AI.h>
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
#include <random>
@@ -16,7 +19,7 @@ using namespace std;
EnemyScript::EnemyScript() {
engine.seed(rd());
this->last_fired = std::chrono::steady_clock::now();
- this->shot_delay = std::chrono::duration<float>(3 + Random::f(1, 0));
+ this->shot_delay = std::chrono::duration<float>(1.5 + Random::f(2, 0));
}
void EnemyScript::init() {
Metadata & meta = this->get_component<Metadata>();
@@ -29,43 +32,78 @@ void EnemyScript::init() {
});
};
void EnemyScript::fixed_update(duration_t dt) {
- if (this->alive) {
- return;
+ if (!spawned) return;
+ auto now = std::chrono::steady_clock::now();
+ std::chrono::duration<float> elapsed_hit = now - last_hit;
+ //hit blink timer
+ if (elapsed_hit > blink_time) {
+ set_hit_blink(false);
}
Transform & transform = this->get_component<Transform>();
+ if (!this->alive) {
+ 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;
+ float x_value = cam_transform.position.x - half_screen.x - 100;
+ if (transform.position.x < x_value) {
+ this->despawn_enemy();
+ }
+ return;
+ }
+
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);
- // Move the path nodes on the Y-axis
+ Rigidbody & player_body = this->get_components_by_tag<Rigidbody>("player").front();
+ // move path nodes
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));
+ this->shot_delay = std::chrono::duration<float>(Random::f(3, 1.5));
}
}
+
bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
+
this->speed = e.speed;
+ this->alive = true;
+ this->spawned = true;
+ this->health = 2;
+ RefVector<Animator> animators = this->get_components<Animator>();
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(0);
+ }
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 0;
+ }
+ Sprite & jetpack = sprites[2];
+ jetpack.data.position_offset.x = 20;
+ Sprite & gun = sprites[3];
+ gun.data.position_offset.x = -20;
AI & ai_component = this->get_component<AI>();
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();
-
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ rb.data.collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET};
+ rb.data.collision_layer = COLL_LAY_ENEMY;
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 - 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
@@ -75,31 +113,77 @@ 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 (!this->alive) return false;
if (e.info.other.metadata.tag == "player_bullet") {
- this->despawn_enemy();
+ this->health--;
+ last_hit = std::chrono::steady_clock::now();
+ //Sprite& sprite;
+ set_hit_blink(true);
+ if (health <= 0) {
+ this->death();
+ }
}
- 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::death() {
+
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ RefVector<Animator> animators = this->get_components<Animator>();
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 1};
+ rb.data.collision_layers = {COLL_LAY_BOT_TOP};
+ rb.data.collision_layer = 0;
+
+ rb.data.gravity_scale = 1;
+ tr.rotation = 90;
+ AI & ai = this->get_component<AI>();
+ ai.active = false;
+ this->alive = false;
+ AI & ai_component = this->get_component<AI>();
+ ai_component.active = false;
+}
void EnemyScript::despawn_enemy() {
Transform & transform = this->get_component<Transform>();
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ rb.data.gravity_scale = 0;
+ rb.data.linear_velocity = {0, 0};
+ transform.rotation = 0;
transform.position = ENEMY_POOL_LOCATION;
- AI & ai_component = this->get_component<AI>();
- // Rigidbody& enemy_body
- ai_component.active = false;
+
+ this->spawned = 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");