diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-08 12:17:30 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-08 12:17:30 +0100 |
commit | 1a5744a3285a5ba5132fb4f6f031c27df1b64d33 (patch) | |
tree | e1a893eadc08da75910cd4a4e4608959bffde1b7 /game/enemy | |
parent | 49f0f0a24c1557a90530e0d2e0160e221644728a (diff) |
enemy death working
Diffstat (limited to 'game/enemy')
-rw-r--r-- | game/enemy/EnemyBulletScript.cpp | 8 | ||||
-rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 16 | ||||
-rw-r--r-- | game/enemy/EnemyScript.cpp | 45 | ||||
-rw-r--r-- | game/enemy/EnemyScript.h | 7 | ||||
-rw-r--r-- | game/enemy/EnemySubScene.cpp | 3 |
5 files changed, 47 insertions, 32 deletions
diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 561d086..ba27b9d 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -14,7 +14,9 @@ void EnemyBulletScript::fixed_update(crepe::duration_t dt){ 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& bullet_body = this->get_component<Rigidbody>(); + //move + transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x - half_screen.x - 50; if(transform.position.x < despawn_location){ @@ -30,7 +32,7 @@ void EnemyBulletScript::despawn_bullet(){ } bool EnemyBulletScript::on_collide(const CollisionEvent& e){ - cout << "collision happened with " << e.info.other.metadata.tag << endl; - //this->despawn_bullet(); + //cout << "collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); return false; } diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index 1660607..488dc03 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -21,21 +21,21 @@ int EnemyBulletSubScene::create(Scene & scn){ vec2 size = {20, 20}; static int counter = 0; - string unique_name = "enemyBullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"EnemyBullet",vec2{0,-750},0,1); + string unique_name = "enemy_bullet_" + to_string(counter++); + GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2{-300,0}, - .collision_layers = {COLL_LAY_PLAYER}, - .collision_layer = COLL_LAY_BULLET, - + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2{-300,0}, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_MISSILE}, + .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 40)); - bullet_collider.active = false; + //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component<Sprite>( bullet_asset, 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; diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 35d2626..7babe4d 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -15,16 +15,17 @@ class EnemyScript : public crepe::Script { void init() override; void fixed_update(crepe::duration_t dt) override; void shoot(const crepe::vec2& position,float angle); - void onCollide(const crepe::CollisionEvent & collisionData); + bool on_collide(const crepe::CollisionEvent & collisionData); + void despawn_enemy(); bool spawn_enemy(const SpawnEnemyEvent& e); private: std::random_device rd; std::default_random_engine engine; - + bool alive = false; float speed = 50; const float MIN_SPEED = 10; const float MAX_SPEED = 130; const float MAX_DISTANCE = 100; std::chrono::time_point<std::chrono::steady_clock> last_fired; - std::chrono::duration<float> shot_delay; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); }; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 5618829..43f9b33 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -26,9 +26,8 @@ int EnemySubScene::create(Scene & scn){ .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, - // .collision_layers - // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER}, .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, .collision_layer = COLL_LAY_ENEMY, }); |