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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
parent8b32dbc33c434f84b4aab98819147c3b8416ff69 (diff)
workers during normal sequence working
Diffstat (limited to 'game/enemy')
-rw-r--r--game/enemy/BattleScript.cpp15
-rw-r--r--game/enemy/BattleScript.h2
-rw-r--r--game/enemy/EnemyBulletScript.cpp2
-rw-r--r--game/enemy/EnemyBulletSubScene.cpp7
-rw-r--r--game/enemy/EnemyScript.cpp61
-rw-r--r--game/enemy/EnemyScript.h15
-rw-r--r--game/enemy/EnemySubScene.cpp41
7 files changed, 120 insertions, 23 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
index 6d96ef6..3eda89e 100644
--- a/game/enemy/BattleScript.cpp
+++ b/game/enemy/BattleScript.cpp
@@ -1,6 +1,7 @@
#include "BattleScript.h"
#include "EnemyScript.h"
#include <crepe/api/AI.h>
+#include <iostream>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Metadata.h>
using namespace std;
@@ -28,16 +29,23 @@ void BattleScript::fixed_update(duration_t dt) {
}
if (!enemies_alive) {
this->battle_active = false;
+ cout << "battle won" << endl;
this->trigger_event<BattleWonEvent>();
}
}
bool BattleScript::create_battle(const BattleStartEvent & e) {
- this->battle_active = true;
+ this->battle_active = e.battle;
+ this->spawn_enemies(e.num_enemies);
+ return false;
+}
+void BattleScript::spawn_enemies(int amount) {
RefVector<BehaviorScript> enemy_scripts
= this->get_components_by_tag<BehaviorScript>("enemy");
- std::uniform_real_distribution<float> dist(10, 30);
- for (int i = 0; i < e.num_enemies; i++) {
+ std::uniform_real_distribution<float> dist(70, 150);
+
+ for (int i = 0; i < amount; i++) {
BehaviorScript & script = enemy_scripts[i];
+ if(script.active == true) continue;
script.active = true;
this->queue_event<SpawnEnemyEvent>(
SpawnEnemyEvent {
@@ -47,5 +55,4 @@ bool BattleScript::create_battle(const BattleStartEvent & e) {
script.game_object_id
);
}
- return false;
}
diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h
index ddd0be1..57aa16c 100644
--- a/game/enemy/BattleScript.h
+++ b/game/enemy/BattleScript.h
@@ -9,6 +9,7 @@ struct BattleWonEvent : public crepe::Event {};
struct BattleStartEvent : public crepe::Event {
public:
int num_enemies = 0;
+ bool battle = false;
};
class BattleScript : public crepe::Script {
public:
@@ -20,5 +21,6 @@ private:
bool battle_active = false;
std::random_device rd;
std::default_random_engine engine;
+ void spawn_enemies(int amount);
bool create_battle(const BattleStartEvent & e);
};
diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp
index 65c0c23..d208a88 100644
--- a/game/enemy/EnemyBulletScript.cpp
+++ b/game/enemy/EnemyBulletScript.cpp
@@ -18,7 +18,7 @@ void EnemyBulletScript::fixed_update(crepe::duration_t dt) {
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();
+ transform.position += bullet_body.data.linear_velocity * 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) {
diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp
index ad2ca9d..eb43f0a 100644
--- a/game/enemy/EnemyBulletSubScene.cpp
+++ b/game/enemy/EnemyBulletSubScene.cpp
@@ -27,14 +27,13 @@ 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 {-250, 0},
+ .linear_velocity = vec2 {-400, 0},
.kinematic_collision = false,
- .collision_layers = {COLL_LAY_MISSILE, COLL_LAY_ZAPPER},
+ .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_MISSILE, COLL_LAY_ZAPPER},
.collision_layer = COLL_LAY_BULLET
});
bullet_body.active = false;
- BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 30));
+ BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(40, 10));
//bullet_collider.active = false;
Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"};
Sprite & bullet_sprite = bullet.add_component<Sprite>(
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;
+
+}
diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h
index 42ecac4..24799a5 100644
--- a/game/enemy/EnemyScript.h
+++ b/game/enemy/EnemyScript.h
@@ -13,19 +13,24 @@ public:
EnemyScript();
void init() override;
void fixed_update(crepe::duration_t dt) override;
- void shoot(const crepe::vec2 & position, float angle);
+ void shoot(const crepe::vec2 & position);
bool on_collide(const crepe::CollisionEvent & collisionData);
void despawn_enemy();
bool spawn_enemy(const SpawnEnemyEvent & e);
-
+ void create_tank();
+ void create_soldier();
+ void set_hit_blink(bool status);
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;
+ int health = 2;
+ const float MIN_SPEED = 20;
+ const float MAX_SPEED = 150;
+ const float MAX_DISTANCE = 200;
std::chrono::time_point<std::chrono::steady_clock> last_fired;
+ std::chrono::time_point<std::chrono::steady_clock> last_hit;
std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0);
+ std::chrono::duration<float> blink_time = std::chrono::duration<float>(0.1);
};
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp
index 607b9a9..edc537f 100644
--- a/game/enemy/EnemySubScene.cpp
+++ b/game/enemy/EnemySubScene.cpp
@@ -31,6 +31,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
.collision_layer = COLL_LAY_ENEMY,
});
+ // normal body
Asset enemy_body_asset {"asset/workers/worker2Body.png"};
enemy.add_component<BoxCollider>(vec2(50, 50));
Sprite & enemy_body_sprite = enemy.add_component<Sprite>(
@@ -51,7 +52,9 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
.looping = false,
}
);
+ enemy_body_sprite.active = false;
body_animator.pause();
+ body_animator.active = true;
enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));
Asset enemy_head_asset {"asset/workers/worker2Head.png"};
Sprite & enemy_head_sprite = enemy.add_component<Sprite>(
@@ -71,6 +74,32 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
.looping = true,
}
);
+ // tanky body
+ Asset tank_body_asset {"asset/workers/workerFatBody.png"};
+ enemy.add_component<BoxCollider>(vec2(50, 50));
+ Sprite & tank_body_sprite = enemy.add_component<Sprite>(
+ tank_body_asset,
+ Sprite::Data {
+ .flip = {true, false},
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ tank_body_sprite.active = true;
+ Animator & tank_animator = enemy.add_component<Animator>(
+ tank_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .col = 1,
+ .row = 0,
+ .looping = false,
+ }
+ );
+ tank_animator.pause();
+ tank_animator.active = true;
+
+ //jetpack
enemy.add_component<CircleCollider>(25, vec2(0, -20));
Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"};
Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>(
@@ -91,6 +120,18 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
.looping = true,
}
);
+ //gun
+ Asset enemy_pistol_asset{"asset/workers/gun.png"};
+ Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>(
+ enemy_pistol_asset,
+ Sprite::Data {
+ .flip = {false, false},
+ .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT,
+ .order_in_layer = 2,
+ .size = vec2(0, 20),
+ .position_offset = vec2(-20, 0),
+ }
+ );
enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1;
AI & ai_component = enemy.add_component<AI>(3000);
ai_component.path_follow_on();