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authorLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 11:59:51 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 11:59:51 +0100
commit46c2cbdcbe5e7dbc4d86a5d43b3bd7275b7a1c33 (patch)
tree31491ac6bfd880890861f1583547ff2eba3ba715 /game/prefab
parent06d41eb2d58de21a8340ca59952b96cabc8caee6 (diff)
WIP
Diffstat (limited to 'game/prefab')
-rw-r--r--game/prefab/ZapperObject.cpp2
-rw-r--r--game/prefab/ZapperPoolScript.cpp12
-rw-r--r--game/prefab/ZapperPoolScript.h3
-rw-r--r--game/prefab/ZapperPoolSubScene.cpp2
4 files changed, 13 insertions, 6 deletions
diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp
index 712eca9..0a290e0 100644
--- a/game/prefab/ZapperObject.cpp
+++ b/game/prefab/ZapperObject.cpp
@@ -100,8 +100,6 @@ void ZapperObject::place(const crepe::vec2 & position, float rotation, float len
this->sprite.beam.data.size.x = length;
this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE;
-
- this->set_active(true);
}
void ZapperObject::set_active(bool active) {
diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp
index 812024b..e201149 100644
--- a/game/prefab/ZapperPoolScript.cpp
+++ b/game/prefab/ZapperPoolScript.cpp
@@ -23,10 +23,11 @@ void ZapperPoolScript::init() {
}
void ZapperPoolScript::fixed_update(crepe::duration_t) {
+ float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN;
for (ZapperObject & zapper : this->pool) {
if (!zapper.active) continue;
- if (zapper.transform.position.x < camera_transform->position.x)
+ if (zapper.transform.position.x < threshold)
zapper.set_active(false);
}
@@ -40,11 +41,16 @@ void ZapperPoolScript::spawn_random() {
if (!zapper) return; // pool exhausted
vec2 pos = {
- .x = camera_transform->position.x + camera_camera->viewport_size.x / 2,
+ .x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN,
.y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT,
};
- zapper->place(pos, 0, Random::f(400, 200));
+ bool horizontal = Random::b();
+ float rotation = 90.0 * horizontal;
+ float length = horizontal ? Random::f(400, 200) : Random::f(200, 50);
+
+ zapper->place(pos, rotation, length);
+ zapper->set_active(true);
}
OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() {
diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h
index 5daba79..6aee8b2 100644
--- a/game/prefab/ZapperPoolScript.h
+++ b/game/prefab/ZapperPoolScript.h
@@ -26,5 +26,8 @@ private:
private:
void spawn_random();
+
+private:
+ static constexpr float OFFSCREEN_MARGIN = 40;
};
diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp
index 923ed57..e341090 100644
--- a/game/prefab/ZapperPoolSubScene.cpp
+++ b/game/prefab/ZapperPoolSubScene.cpp
@@ -12,7 +12,7 @@ ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene)
Log::logf(Log::DEBUG, "Building zapper pool...");
vector<ZapperObject> pool;
for (size_t i = 0; i < this->POOL_SIZE; i++)
- pool.emplace_back(scene.new_object("zapper"));
+ pool.emplace_back(scene.new_object("zapper", "zapper"));
BehaviorScript & behavior = this->controller.add_component<BehaviorScript>();
behavior.set_script<ZapperPoolScript>(std::move(pool));
}