diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-10 10:12:41 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-10 10:12:41 +0100 |
commit | c1325d3e979e294fced8f80ce43dd1eb86d7f5df (patch) | |
tree | 8a9db668164e67811fd7f655af3332418c6145a0 /game/enemy | |
parent | cb81d9c3bbb57404dc469dd16cf3bb9c15c1cd5d (diff) |
balance changes
Diffstat (limited to 'game/enemy')
-rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 2 | ||||
-rw-r--r-- | game/enemy/EnemyScript.cpp | 11 |
2 files changed, 8 insertions, 5 deletions
diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index fb3a4cd..1406660 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -28,7 +28,7 @@ int EnemyBulletSubScene::create(Scene & scn, int counter) { Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - .linear_velocity = vec2 {-350, 0}, + .linear_velocity = vec2 {-300, 0}, .kinematic_collision = false, .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_MISSILE, COLL_LAY_ZAPPER}, .collision_layer = COLL_LAY_BULLET diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index c677dac..e3c8e9f 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -14,6 +14,7 @@ #include <crepe/api/Transform.h> #include <crepe/types.h> #include <random> +#include <iostream> using namespace crepe; using namespace std; EnemyScript::EnemyScript() { @@ -72,7 +73,7 @@ void EnemyScript::fixed_update(duration_t dt) { if (elapsed > shot_delay) { 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(4, 1.5)); } } @@ -100,7 +101,7 @@ 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 - 60 * (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 @@ -131,14 +132,16 @@ void EnemyScript::set_hit_blink(bool status) { bool EnemyScript::on_collide(const CollisionEvent & e) { if (!this->alive) return false; if (e.info.other.metadata.tag == "player_bullet") { + cout << "health: " << health << endl; this->health--; last_hit = std::chrono::steady_clock::now(); //Sprite& sprite; set_hit_blink(true); - } - if (health <= 0) { + if (health <= 0) { this->death(); } + } + //body_animator.play(); return false; |