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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 10:08:03 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-08 10:08:03 +0100
commit7f7c5c56dce30d47c32fb57fad6d839d0990b054 (patch)
treeeebc8d3f4c332d969f4a66a566edd844bd43387c /game/player
parentceb41b7ae7e2734af954364b319fc0b6f2a86c2f (diff)
enemy spawn working + enemy shooting
Diffstat (limited to 'game/player')
-rw-r--r--game/player/PlayerBulletPool.cpp8
-rw-r--r--game/player/PlayerBulletPool.h10
-rw-r--r--game/player/PlayerBulletScript.cpp39
-rw-r--r--game/player/PlayerBulletScript.h11
-rw-r--r--game/player/PlayerBulletSubScene.cpp51
-rw-r--r--game/player/PlayerBulletSubScene.h10
-rw-r--r--game/player/PlayerEndScript.cpp2
-rw-r--r--game/player/PlayerScript.cpp37
-rw-r--r--game/player/PlayerScript.h5
-rw-r--r--game/player/PlayerSubScene.cpp8
10 files changed, 172 insertions, 9 deletions
diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp
new file mode 100644
index 0000000..63ef346
--- /dev/null
+++ b/game/player/PlayerBulletPool.cpp
@@ -0,0 +1,8 @@
+#include "PlayerBulletSubScene.h"
+#include "PlayerBulletPool.h"
+using namespace std;
+
+void PlayerBulletPool::create_bullets(crepe::Scene & scn) {
+ PlayerBulletSubScene bullet;
+ while(bullet.create(scn) < this->MAXIMUM_AMOUNT);
+}
diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h
new file mode 100644
index 0000000..a8ba2fb
--- /dev/null
+++ b/game/player/PlayerBulletPool.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class PlayerBulletPool {
+public:
+ void create_bullets(crepe::Scene & scn);
+private:
+ static constexpr int MAXIMUM_AMOUNT = 20;
+};
diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp
new file mode 100644
index 0000000..e1637c2
--- /dev/null
+++ b/game/player/PlayerBulletScript.cpp
@@ -0,0 +1,39 @@
+#include <iostream>
+
+#include <crepe/api/Camera.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Metadata.h>
+
+#include "PlayerBulletScript.h"
+
+using namespace crepe;
+using namespace std;
+void PlayerBulletScript::init(){
+ this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
+ return this->on_collide(e);
+ });
+}
+void PlayerBulletScript::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();
+
+ vec2 half_screen = camera.viewport_size / 2;
+ float despawn_location = cam_transform.position.x + half_screen.x + 50;
+ if(transform.position.x < despawn_location){
+ this->despawn_bullet();
+ }
+}
+
+void PlayerBulletScript::despawn_bullet(){
+ Transform& transform = this->get_component<Transform>();
+ Rigidbody& bullet_body = this->get_component<Rigidbody>();
+ bullet_body.active = false;
+ transform.position = {0,-850};
+}
+
+bool PlayerBulletScript::on_collide(const CollisionEvent& e){
+ cout << "collision happened with " << e.info.other.metadata.tag << endl;
+ //this->despawn_bullet();
+ return false;
+}
diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h
new file mode 100644
index 0000000..559b815
--- /dev/null
+++ b/game/player/PlayerBulletScript.h
@@ -0,0 +1,11 @@
+#pragma once
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Script.h>
+
+class PlayerBulletScript : public crepe::Script{
+ public:
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+ bool on_collide(const crepe::CollisionEvent& e);
+ void despawn_bullet();
+};
diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp
new file mode 100644
index 0000000..eb34046
--- /dev/null
+++ b/game/player/PlayerBulletSubScene.cpp
@@ -0,0 +1,51 @@
+#include <string>
+
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/AI.h>
+#include "../Config.h"
+
+
+#include "PlayerBulletSubScene.h"
+#include "PlayerScript.h"
+#include "PlayerBulletScript.h"
+using namespace crepe;
+using namespace std;
+int PlayerBulletSubScene::create(Scene & scn){
+ vec2 size = {20, 20};
+
+ static int counter = 0;
+ string unique_name = "playerBullet_" + to_string(counter++);
+ GameObject player_bullet = scn.new_object(unique_name.c_str(),"PlayerBullet",vec2{0,-850},0,1);
+
+ Rigidbody& player_bullet_body = player_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,
+
+
+ });
+ player_bullet_body.active = false;
+ BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(60, 40));
+ player_bullet_collider.active = false;
+ Asset player_bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"};
+ Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>(
+ player_bullet_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(60,0),
+ }
+ );
+ player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>();
+ return counter;
+}
diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h
new file mode 100644
index 0000000..4b44dc4
--- /dev/null
+++ b/game/player/PlayerBulletSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class PlayerBulletSubScene {
+public:
+ int create(crepe::Scene & scn);
+};
diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp
index e04fb9d..fc3b8a1 100644
--- a/game/player/PlayerEndScript.cpp
+++ b/game/player/PlayerEndScript.cpp
@@ -1,3 +1,4 @@
+#include <iostream>
#include "PlayerEndScript.h"
#include "../Config.h"
@@ -22,6 +23,7 @@ void PlayerEndScript::init() {
}
bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) {
+ cout << "collision player" << endl;
if (ev.info.other.metadata.name == "floor") {
Transform & transform_player
= this->get_components_by_name<Transform>("player").front();
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index 472d7c8..8372080 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -1,10 +1,12 @@
+#include <iostream>
#include "PlayerScript.h"
#include "../Config.h"
-
+#include "../enemy/BattleScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BoxCollider.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
@@ -16,7 +18,6 @@ void PlayerScript::init() {
return this->on_collision(ev);
});
}
-
bool PlayerScript::on_collision(const CollisionEvent & ev) {
BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front();
BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back();
@@ -77,8 +78,16 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
for (ParticleEmitter & emitter : emitters) {
emitter.data.boundary.offset = vec2(0, -transform.position.y);
}
-
+
Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
+ if (this->get_key_state(Keycode::P)) {
+ this->trigger_event<BattleStartEvent>(BattleStartEvent{
+ .num_enemies = 5,
+ });
+ }
+ if(this->get_key_state(Keycode::ENTER)){
+ this->shoot(transform.position,0);
+ }
if (this->get_key_state(Keycode::SPACE)) {
rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02);
if (prev_anim != 1) {
@@ -117,3 +126,25 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
}
}
}
+
+void PlayerScript::shoot(const vec2& location,float angle){
+ cout << "player shot" << endl;
+ RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("PlayerBullet");
+
+ 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 == -850){
+
+ cout << "bullet found\n";
+ bullet_pos.position = location;
+ bullet_pos.position.x += 20;
+ cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl;
+ Rigidbody& bullet_body = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front();
+ BoxCollider bullet_collider = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front();
+ //bullet_collider.active = true;
+ bullet_body.active = true;
+ return;
+ }
+ }
+ cout << "bullet not found\n";
+}
diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h
index d8eb098..cdb466f 100644
--- a/game/player/PlayerScript.h
+++ b/game/player/PlayerScript.h
@@ -7,10 +7,11 @@ class PlayerScript : public crepe::Script {
public:
void init();
void fixed_update(crepe::duration_t dt);
-
+
private:
bool on_collision(const crepe::CollisionEvent & ev);
-
+ // bool on_key_up(const crepe::KeyReleaseEvent& ev);
+ void shoot(const crepe::vec2& location,float angle);
private:
int prev_anim = 0;
};
diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp
index c1e5e2f..99a0fb4 100644
--- a/game/player/PlayerSubScene.cpp
+++ b/game/player/PlayerSubScene.cpp
@@ -18,7 +18,7 @@ using namespace crepe;
using namespace std;
PlayerSubScene::PlayerSubScene(Scene & scn) {
- GameObject player = scn.new_object("player", "player", vec2(-100, 200));
+ GameObject player = scn.new_object("player", "player", vec2(300, 200));
Asset player_bullet {"asset/other_effects/effect_smgbullet.png"};
Sprite & player_bullet_sprite = player.add_component<Sprite>(
@@ -143,11 +143,11 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {
player.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = PLAYER_GRAVITY_SCALE,
.body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0),
+ //.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0),
.collision_layers
- = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE},
+ = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE,COLL_LAY_BULLET},
.collision_layer = COLL_LAY_PLAYER,
});
- player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;
+ player.add_component<BehaviorScript>().set_script<PlayerScript>().active = true;
player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;
}