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authorLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 16:34:33 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2025-01-08 16:34:33 +0100
commit6e19b17f36fc4371578a512f9fbda64125ca80c0 (patch)
tree76b8fc05b3adf24267fb919c1451ed0f3781b955 /game
parentbb976ed881a989b8b2cec90c905d906d9b652a9d (diff)
parent9ae8d8f860146c1777e55dec7bd455aa16351375 (diff)
Merge branch 'niels/game' of github.com:lonkaars/crepe
Diffstat (limited to 'game')
-rw-r--r--game/missile/MissileSubScene.cpp4
-rw-r--r--game/missile/SpawnEvent.h2
-rw-r--r--game/scheduler/ObjectsScheduler.cpp9
3 files changed, 11 insertions, 4 deletions
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp
index db49f88..59d8221 100644
--- a/game/missile/MissileSubScene.cpp
+++ b/game/missile/MissileSubScene.cpp
@@ -65,6 +65,7 @@ void MissileSubScene::create(crepe::Scene & scn) {
missle.add_component<Animator>(
missle_sprite, ivec2 {32, 32}, uvec2 {4, 1},
Animator::Data {
+ .fps = 15,
.looping = true,
}
);
@@ -72,6 +73,7 @@ void MissileSubScene::create(crepe::Scene & scn) {
missle.add_component<Animator>(
missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2},
Animator::Data {
+ .fps = 15,
.looping = true,
}
);
@@ -86,7 +88,7 @@ void MissileSubScene::create(crepe::Scene & scn) {
missile_explosion_sprite.active = false;
explosion_anim.active = false;
- std::uniform_int_distribution<> dist(140, 200);
+ std::uniform_int_distribution<> dist(200, 250);
missle.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
.max_linear_velocity = static_cast<float>(dist(gen)),
diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h
index ce301fd..58293d7 100644
--- a/game/missile/SpawnEvent.h
+++ b/game/missile/SpawnEvent.h
@@ -9,7 +9,7 @@ struct MissileSpawnEvent : public crepe::Event {};
class MissileSpawnEventHandler : public crepe::Script {
private:
- static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8;
+ static constexpr int MISSILE_OFFSET = VIEWPORT_X;
static constexpr int RANGE = GAME_HEIGHT / 4;
static constexpr int MIN_RANGE = -RANGE;
static constexpr int MAX_RANGE = RANGE;
diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
index fca8fa2..60e3f47 100644
--- a/game/scheduler/ObjectsScheduler.cpp
+++ b/game/scheduler/ObjectsScheduler.cpp
@@ -11,10 +11,13 @@
#include "prefab/ZapperPoolSubScene.h"
using namespace crepe;
-void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
+void ObjectsScheduler::preset_0() {
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+}
void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); }
void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
-void ObjectsScheduler::preset_3() {}
+void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
void ObjectsScheduler::preset_4() {}
void ObjectsScheduler::boss_fight_1() {
this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = 0;
@@ -34,6 +37,8 @@ void ObjectsScheduler::init() {
this->obstacles.push_back([this]() { preset_0(); });
this->obstacles.push_back([this]() { preset_1(); });
this->obstacles.push_back([this]() { preset_2(); });
+ this->obstacles.push_back([this]() { preset_3(); });
+ this->obstacles.push_back([this]() { preset_4(); });
this->obstacles.push_back([this]() { boss_fight_1(); });