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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
parentceb41b7ae7e2734af954364b319fc0b6f2a86c2f (diff)
enemy spawn working + enemy shooting
Diffstat (limited to 'game')
-rw-r--r--game/CMakeLists.txt8
-rw-r--r--game/Config.h2
-rw-r--r--game/GameScene.cpp34
-rw-r--r--game/StartGameScript.cpp23
-rw-r--r--game/enemy/BattleScript.cpp53
-rw-r--r--game/enemy/BattleScript.h20
-rw-r--r--game/enemy/BattleWonEvent.h5
-rw-r--r--game/enemy/EnemyBulletPool.cpp8
-rw-r--r--game/enemy/EnemyBulletPool.h10
-rw-r--r--game/enemy/EnemyBulletScript.cpp36
-rw-r--r--game/enemy/EnemyBulletScript.h11
-rw-r--r--game/enemy/EnemyBulletSubScene.cpp51
-rw-r--r--game/enemy/EnemyBulletSubScene.h10
-rw-r--r--game/enemy/EnemyPool.h2
-rw-r--r--game/enemy/EnemyScript.cpp96
-rw-r--r--game/enemy/EnemyScript.h29
-rw-r--r--game/enemy/EnemySubScene.cpp44
-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
27 files changed, 587 insertions, 36 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 819b88c..0e7fc6b 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -9,8 +9,13 @@ project(game C CXX)
add_subdirectory(../src crepe)
add_executable(main
+ enemy/BattleScript.cpp
enemy/EnemyPool.cpp
+ enemy/EnemyBulletScript.cpp
+ enemy/EnemyBulletSubScene.cpp
+ enemy/EnemyBulletPool.cpp
enemy/EnemySubScene.cpp
+ enemy/EnemyScript.cpp
background/AquariumSubScene.cpp
background/BackgroundSubScene.cpp
background/ForestParallaxScript.cpp
@@ -20,6 +25,9 @@ add_executable(main
MoveCameraManualyScript.cpp
player/PlayerScript.cpp
player/PlayerSubScene.cpp
+ player/PlayerBulletPool.cpp
+ player/PlayerBulletScript.cpp
+ player/PlayerBulletSubScene.cpp
StartGameScript.cpp
player/PlayerEndScript.cpp
background/StartSubScene.cpp
diff --git a/game/Config.h b/game/Config.h
index d6f8349..aa04018 100644
--- a/game/Config.h
+++ b/game/Config.h
@@ -16,6 +16,8 @@ static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene
static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene
static constexpr int COLL_LAY_LASER = 7; // Only for GameScene
static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene
+static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene
+static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene
static constexpr int GAME_HEIGHT = 800; // In game units
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index a8fcb47..af6fc61 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -5,7 +5,12 @@
#include "background/BackgroundSubScene.h"
#include "player/PlayerSubScene.h"
-
+#include "player/PlayerBulletPool.h"
+#include "player/PlayerBulletSubScene.h"
+#include "enemy/EnemyPool.h"
+#include "enemy/EnemySubScene.h"
+#include "enemy/EnemyBulletPool.h"
+#include "enemy/BattleScript.h"
#include <cmath>
#include <crepe/api/Animator.h>
#include <crepe/api/Asset.h>
@@ -15,6 +20,7 @@
#include <crepe/api/Color.h>
#include <crepe/api/Event.h>
#include <crepe/api/GameObject.h>
+#include <crepe/api/AI.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Script.h>
@@ -29,7 +35,7 @@ void GameScene::load_scene() {
BackgroundSubScene background(*this);
GameObject camera = new_object("camera", "camera", vec2(650, 0));
- camera.add_component<Camera>(
+ Camera& camera_cam = camera.add_component<Camera>(
ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),
Camera::Data {
.bg_color = Color::RED,
@@ -37,7 +43,13 @@ void GameScene::load_scene() {
);
camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>();
camera.add_component<Rigidbody>(Rigidbody::Data {});
-
+ AI& enemy_path_1 = camera.add_component<AI>(400);
+ enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true);
+ AI& enemy_path_2 = camera.add_component<AI>(400);
+ enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true);
+ AI& enemy_path_3 = camera.add_component<AI>(400);
+ enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true);
+ // camer.add_component<AI>
PlayerSubScene player(*this);
GameObject floor = new_object("floor", "game_world", vec2(0, 325));
@@ -116,6 +128,22 @@ void GameScene::load_scene() {
.collision_layer = COLL_LAY_MISSILE,
});
missile.add_component<BoxCollider>(vec2(100, 100));
+ //Enemy pool
+ EnemyPool enemy_pool;
+ enemy_pool.create_enemies(*this);
+ PlayerBulletPool player_bullet_pool;
+ player_bullet_pool.create_bullets(*this);
+ //Enemy Bullet pool
+ // PlayerBulletSubScene player_bullet;
+ // player_bullet.create(*this);
+ EnemyBulletPool enemy_bullet_pool;
+ enemy_bullet_pool.create_bullets(*this);
+ BehaviorScript& script = camera.add_component<BehaviorScript>().set_script<BattleScript>();
+
+ // EnemySubScene enemy_sub_scene1;
+ // enemy_sub_scene1.create(*this);
+ // EnemySubScene enemy_sub_scene2;
+ // enemy_sub_scene2.create(*this);
}
string GameScene::get_name() const { return "scene1"; }
diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp
index c786eb4..5698a53 100644
--- a/game/StartGameScript.cpp
+++ b/game/StartGameScript.cpp
@@ -1,3 +1,4 @@
+#include <iostream>
#include "StartGameScript.h"
#include "Config.h"
@@ -10,7 +11,7 @@ using namespace std;
void StartGameScript::fixed_update(crepe::duration_t dt) {
Transform & player_transform = this->get_components_by_name<Transform>("player").front();
-
+ // cout << "startgameScript call speed: " << PLAYER_SPEED * dt.count() << endl;
// Create hole in wall and activate panic lamp
if (player_transform.position.x > 75 && !this->created_hole) {
Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back();
@@ -49,14 +50,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {
}
// Start camera movement, enable player jumping and disable this script
- if (player_transform.position.x > 500) {
- Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front();
- rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0);
- BehaviorScript & player_script
- = this->get_components_by_name<BehaviorScript>("player").front();
- player_script.active = true;
- BehaviorScript & this_script
- = this->get_components_by_name<BehaviorScript>("start_game_script").front();
- this_script.active = false;
- }
+ // if (player_transform.position.x > 500) {
+ // Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front();
+ // rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0);
+ // BehaviorScript & player_script
+ // = this->get_components_by_name<BehaviorScript>("player").front();
+ // player_script.active = true;
+ // BehaviorScript & this_script
+ // = this->get_components_by_name<BehaviorScript>("start_game_script").front();
+ // this_script.active = false;
+ // }
}
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
new file mode 100644
index 0000000..463ddf3
--- /dev/null
+++ b/game/enemy/BattleScript.cpp
@@ -0,0 +1,53 @@
+#include <iostream>
+#include "BattleScript.h"
+#include <crepe/api/AI.h>
+#include "EnemyScript.h"
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Metadata.h>
+#include "BattleWonEvent.h"
+#include "EnemyScript.h"
+using namespace std;
+using namespace crepe;
+// stop player movement
+// spawn enemies
+// resume game once enemies are defeated
+// optional: spawn lazers during fight
+BattleScript::BattleScript(){
+ engine.seed(rd());
+}
+void BattleScript::init(){
+ std::uniform_int_distribution<int> dist(2,10);
+ int random_enemy_amount = dist(this->engine);
+ // this->create_battle(random_enemy_amount);
+ this->subscribe<BattleStartEvent>([this](const BattleStartEvent& e) -> bool {
+ return this->create_battle(e);
+ });
+}
+void BattleScript::fixed_update(duration_t dt){
+ bool enemies_alive = false;
+ RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy");
+
+ for(BehaviorScript& script : enemy_scripts){
+ if(script.active){
+ enemies_alive = true;
+ }
+ }
+ if(!enemies_alive){
+ this->trigger_event<BattleWonEvent>();
+ }
+}
+bool BattleScript::create_battle(const BattleStartEvent& e){
+ 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++){
+ BehaviorScript& script = enemy_scripts[i];
+ script.active = true;
+ this->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{
+ .speed = dist(engine),
+ .column = i,
+ },script.game_object_id);
+
+ }
+ return true;
+}
+
diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h
new file mode 100644
index 0000000..d239e70
--- /dev/null
+++ b/game/enemy/BattleScript.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Event.h>
+#include <random>
+struct BattleStartEvent : public crepe::Event{
+ public:
+ int num_enemies = 0;
+};
+class BattleScript : public crepe::Script{
+ public:
+ BattleScript();
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+ private:
+ std::random_device rd;
+ std::default_random_engine engine;
+ bool create_battle(const BattleStartEvent& e);
+};
diff --git a/game/enemy/BattleWonEvent.h b/game/enemy/BattleWonEvent.h
new file mode 100644
index 0000000..a48dbad
--- /dev/null
+++ b/game/enemy/BattleWonEvent.h
@@ -0,0 +1,5 @@
+#pragma once
+#include <crepe/api/Event.h>
+struct BattleWonEvent : public crepe::Event{
+
+};
diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp
new file mode 100644
index 0000000..6ebd50a
--- /dev/null
+++ b/game/enemy/EnemyBulletPool.cpp
@@ -0,0 +1,8 @@
+#include "EnemyBulletSubScene.h"
+#include "EnemyBulletPool.h"
+using namespace std;
+
+void EnemyBulletPool::create_bullets(crepe::Scene & scn) {
+ EnemyBulletSubScene bullet;
+ while(bullet.create(scn) < this->MAXIMUM_AMOUNT);
+}
diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h
new file mode 100644
index 0000000..e0de02c
--- /dev/null
+++ b/game/enemy/EnemyBulletPool.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class EnemyBulletPool {
+public:
+ void create_bullets(crepe::Scene & scn);
+private:
+ static constexpr int MAXIMUM_AMOUNT = 20;
+};
diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp
new file mode 100644
index 0000000..561d086
--- /dev/null
+++ b/game/enemy/EnemyBulletScript.cpp
@@ -0,0 +1,36 @@
+#include <iostream>
+#include "EnemyBulletScript.h"
+#include <crepe/api/Camera.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Metadata.h>
+using namespace crepe;
+using namespace std;
+void EnemyBulletScript::init(){
+ this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
+ return this->on_collide(e);
+ });
+}
+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();
+
+ 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 EnemyBulletScript::despawn_bullet(){
+ Transform& transform = this->get_component<Transform>();
+ Rigidbody& bullet_body = this->get_component<Rigidbody>();
+ bullet_body.active = false;
+ transform.position = {0,-750};
+}
+
+bool EnemyBulletScript::on_collide(const CollisionEvent& e){
+ cout << "collision happened with " << e.info.other.metadata.tag << endl;
+ //this->despawn_bullet();
+ return false;
+}
diff --git a/game/enemy/EnemyBulletScript.h b/game/enemy/EnemyBulletScript.h
new file mode 100644
index 0000000..822387f
--- /dev/null
+++ b/game/enemy/EnemyBulletScript.h
@@ -0,0 +1,11 @@
+#pragma once
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Script.h>
+
+class EnemyBulletScript : 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/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp
new file mode 100644
index 0000000..1660607
--- /dev/null
+++ b/game/enemy/EnemyBulletSubScene.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 "EnemyBulletSubScene.h"
+#include "EnemyScript.h"
+#include "EnemyBulletScript.h"
+using namespace crepe;
+using namespace std;
+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);
+
+ 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,
+
+
+ });
+ bullet_body.active = false;
+ BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 40));
+ bullet_collider.active = false;
+ Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"};
+ Sprite & bullet_sprite = bullet.add_component<Sprite>(
+ bullet_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(60,0),
+ }
+ );
+ bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>();
+ return counter;
+}
diff --git a/game/enemy/EnemyBulletSubScene.h b/game/enemy/EnemyBulletSubScene.h
new file mode 100644
index 0000000..a7e30d7
--- /dev/null
+++ b/game/enemy/EnemyBulletSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class EnemyBulletSubScene {
+public:
+ int create(crepe::Scene & scn);
+};
diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h
index e2b9ddd..916b930 100644
--- a/game/enemy/EnemyPool.h
+++ b/game/enemy/EnemyPool.h
@@ -6,5 +6,5 @@ class EnemyPool {
public:
void create_enemies(crepe::Scene & scn);
private:
- static constexpr int MAXIMUM_AMOUNT = 100;
+ static constexpr int MAXIMUM_AMOUNT = 10;
};
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index e69de29..1fbefaa 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -0,0 +1,96 @@
+#include <iostream>
+#include "../Config.h"
+#include "EnemyScript.h"
+#include <crepe/api/Animator.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/AI.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+using namespace crepe;
+using namespace std;
+EnemyScript::EnemyScript(){
+ //cout << column << std::endl;
+ engine.seed(rd());
+ this->last_fired = std::chrono::steady_clock::now();
+}
+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);
+};
+void EnemyScript::fixed_update(duration_t dt) {
+
+ Transform& transform = this->get_component<Transform>();
+ Transform& player_transform = this->get_components_by_name<Transform>("player").front();
+ AI& ai_component = this->get_component<AI>();
+
+ 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)) {
+ this->shoot(transform.position,0);
+ last_fired = now;
+ }
+
+}
+bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){
+ this->speed = e.speed;
+ AI& ai_component = this->get_component<AI>();
+ 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,
+ cam_transform.position.y + half_screen.y - 100
+ );
+ float random_height = dist(engine);
+ vec2 spawn_location = {cam_transform.position.x + camera.viewport_size.x / 2 + 100,random_height};
+ transform.position = spawn_location;
+ // transform.position = vec2{cam_transform}
+ ai_component.path.clear();
+ ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true);
+
+ return true;
+}
+
+void EnemyScript::onCollide(const CollisionEvent & collisionData){
+
+}
+
+void EnemyScript::shoot(const vec2& location,float angle){
+ //cout << "enemy shot" << endl;
+ RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("EnemyBullet");
+
+ 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;
+ bullet_pos.position.x -= 20;
+ 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;
+ }
+ }
+}
diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h
index 0ecf050..35d2626 100644
--- a/game/enemy/EnemyScript.h
+++ b/game/enemy/EnemyScript.h
@@ -1,7 +1,30 @@
#pragma once
-
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/Camera.h>
+#include <random>
+#include <chrono>
+struct SpawnEnemyEvent : public crepe::Event{
+ float speed = 0;
+ int column = 0;
+};
class EnemyScript : public crepe::Script {
+ public:
+ EnemyScript();
void init() override;
- void update() override;
- void onCollide(const CollisionEvent & collisionData);
+ void fixed_update(crepe::duration_t dt) override;
+ void shoot(const crepe::vec2& position,float angle);
+ void onCollide(const crepe::CollisionEvent & collisionData);
+ bool spawn_enemy(const SpawnEnemyEvent& e);
+ private:
+ std::random_device rd;
+ std::default_random_engine engine;
+
+ 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;
};
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp
index 4a567b9..5618829 100644
--- a/game/enemy/EnemySubScene.cpp
+++ b/game/enemy/EnemySubScene.cpp
@@ -1,6 +1,7 @@
#include <string>
#include "EnemySubScene.h"
+#include "EnemyScript.h"
#include <crepe/api/GameObject.h>
#include <crepe/api/Scene.h>
#include <crepe/api/BoxCollider.h>
@@ -9,37 +10,56 @@
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Sprite.h>
+
+#include <crepe/api/AI.h>
#include "../Config.h"
using namespace crepe;
using namespace std;
int EnemySubScene::create(Scene & scn){
vec2 size = {20, 20};
- static int coin_counter = 0;
- string unique_name = "enemy_" + to_string(coin_counter++);
- GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{650,0},0,1);
+ static int enemy_counter = 0;
+ string unique_name = "enemy_" + to_string(enemy_counter++);
+ GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1);
+
enemy.add_component<Rigidbody>(Rigidbody::Data {
.gravity_scale = 0,
+
.body_type = Rigidbody::BodyType::DYNAMIC,
// .collision_layers
// = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER},
- .collision_layer = COLL_LAY_PLAYER,
+ .max_linear_velocity = 400,
+ .collision_layer = COLL_LAY_ENEMY,
+
});
- Asset enemy_body_asset {"asset/worker/worker1body.png"};
+ Asset enemy_body_asset {"asset/workers/worker2Body.png"};
enemy.add_component<BoxCollider>(vec2(50, 50));
Sprite & enemy_body_sprite = enemy.add_component<Sprite>(
enemy_body_asset,
Sprite::Data {
+ .flip = {true,false},
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 0,
.size = vec2(0, 50),
}
);
+ Animator& body_animator = enemy.add_component<Animator>(
+ enemy_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .col = 3,
+ .row = 1,
+
+ .looping = false,
+ }
+ );
+ body_animator.pause();
enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));
- Asset enemy_head_asset {"asset/workers/worker1Head.png"};
+ Asset enemy_head_asset {"asset/workers/worker2Head.png"};
Sprite & enemy_head_sprite = enemy.add_component<Sprite>(
enemy_head_asset,
Sprite::Data {
+ .flip = {true,false},
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 1,
.size = vec2(0, 50),
@@ -58,13 +78,14 @@ int EnemySubScene::create(Scene & scn){
Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>(
enemy_jetpack_asset,
Sprite::Data {
+ .flip = {true,false},
.sorting_in_layer = SORT_IN_LAY_PLAYER,
.order_in_layer = 2,
.size = vec2(0, 60),
- .position_offset = vec2(-20, 0),
+ .position_offset = vec2(20, 0),
}
);
- enemy_jetpack_sprite.active = false;
+ enemy_jetpack_sprite.active = true;
enemy.add_component<Animator>(
enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
Animator::Data {
@@ -72,5 +93,10 @@ int EnemySubScene::create(Scene & scn){
.looping = true,
}
);
- return coin_counter;
+
+ AI& ai_component = enemy.add_component<AI>(3000);
+ ai_component.path_follow_on();
+ BehaviorScript& enemy_script = enemy.add_component<BehaviorScript>().set_script<EnemyScript>();
+ enemy_script.active = false;
+ return enemy_counter;
}
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;
}