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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 16:09:08 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2025-01-09 16:09:08 +0100
commite09e5d3b22f551ef462ba028530dddb6bc578257 (patch)
tree1ef91c73585bfbf441f8cb888c19c8202abfa115 /game
parent75cbcb0442bd8849ed109a34e7529b400eecbb30 (diff)
make format
Diffstat (limited to 'game')
-rw-r--r--game/enemy/BattleScript.cpp15
-rw-r--r--game/enemy/EnemyScript.cpp51
2 files changed, 32 insertions, 34 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
index f482d5a..7bea79a 100644
--- a/game/enemy/BattleScript.cpp
+++ b/game/enemy/BattleScript.cpp
@@ -1,6 +1,6 @@
#include "BattleScript.h"
-#include "EnemyScript.h"
#include "../enemy/EnemyConfig.h"
+#include "EnemyScript.h"
#include "api/Transform.h"
#include <crepe/api/AI.h>
#include <crepe/api/BehaviorScript.h>
@@ -20,8 +20,7 @@ void BattleScript::init() {
void BattleScript::fixed_update(duration_t dt) {
if (!battle_active) return;
bool enemies_alive = false;
- RefVector<AI> enemy_ai
- = this->get_components_by_tag<AI>("enemy");
+ RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
for (AI & ai : enemy_ai) {
if (ai.active) {
@@ -39,13 +38,13 @@ bool BattleScript::create_battle(const BattleStartEvent & e) {
return false;
}
void BattleScript::spawn_enemies(int amount) {
- RefVector<AI> enemy_ai
- = this->get_components_by_tag<AI>("enemy");
+ RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
std::uniform_real_distribution<float> dist(70, 150);
int spawned = 0;
for (int i = 0; i < 7; i++) {
- AI& ai = enemy_ai[i];
- Transform& enemy_transform = this->get_components_by_id<Transform>(ai.game_object_id).front();
+ AI & ai = enemy_ai[i];
+ Transform & enemy_transform
+ = this->get_components_by_id<Transform>(ai.game_object_id).front();
if (ai.active == true || enemy_transform.position != ENEMY_POOL_LOCATION) continue;
this->queue_event<SpawnEnemyEvent>(
SpawnEnemyEvent {
@@ -55,7 +54,7 @@ void BattleScript::spawn_enemies(int amount) {
ai.game_object_id
);
spawned++;
- if(spawned >= amount){
+ if (spawned >= amount) {
return;
}
}
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 0b1a8b7..c677dac 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -32,7 +32,7 @@ void EnemyScript::init() {
});
};
void EnemyScript::fixed_update(duration_t dt) {
- if(!spawned) return;
+ if (!spawned) return;
auto now = std::chrono::steady_clock::now();
std::chrono::duration<float> elapsed_hit = now - last_hit;
//hit blink timer
@@ -45,12 +45,12 @@ void EnemyScript::fixed_update(duration_t dt) {
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 - 100;
- if(transform.position.x < x_value){
+ if (transform.position.x < x_value) {
this->despawn_enemy();
}
return;
}
-
+
Transform & player_transform = this->get_components_by_name<Transform>("player").front();
Rigidbody & enemy_body = this->get_component<Rigidbody>();
AI & ai_component = this->get_component<AI>();
@@ -67,33 +67,32 @@ void EnemyScript::fixed_update(duration_t dt) {
path_node.x += player_body.data.linear_velocity.x * dt.count();
}
//bullet fire logic:
-
+
std::chrono::duration<float> elapsed = now - last_fired;
if (elapsed > shot_delay) {
this->shoot(transform.position);
last_fired = now;
this->shot_delay = std::chrono::duration<float>(Random::f(4, 1));
}
-
}
bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
-
+
this->speed = e.speed;
this->alive = true;
this->spawned = true;
RefVector<Animator> animators = this->get_components<Animator>();
- for (Animator & anim : animators) {
- anim.active = false;
- anim.set_anim(0);
- }
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(0);
+ }
RefVector<Sprite> sprites = this->get_components<Sprite>();
for (Sprite & sprite : sprites) {
- sprite.data.position_offset.x = 0;
+ sprite.data.position_offset.x = 0;
}
- Sprite& jetpack = sprites[2];
+ Sprite & jetpack = sprites[2];
jetpack.data.position_offset.x = 20;
- Sprite& gun = sprites[3];
+ Sprite & gun = sprites[3];
gun.data.position_offset.x = -20;
AI & ai_component = this->get_component<AI>();
Transform & transform = this->get_component<Transform>();
@@ -114,7 +113,7 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
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;
}
@@ -130,7 +129,7 @@ void EnemyScript::set_hit_blink(bool status) {
}
bool EnemyScript::on_collide(const CollisionEvent & e) {
- if(!this->alive)return false;
+ if (!this->alive) return false;
if (e.info.other.metadata.tag == "player_bullet") {
this->health--;
last_hit = std::chrono::steady_clock::now();
@@ -144,10 +143,10 @@ bool EnemyScript::on_collide(const CollisionEvent & e) {
return false;
}
-void EnemyScript::death(){
-
- Rigidbody& rb = this->get_component<Rigidbody>();
- Transform& tr = this->get_component<Transform>();
+void EnemyScript::death() {
+
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
RefVector<Animator> animators = this->get_components<Animator>();
for (Animator & anim : animators) {
anim.active = false;
@@ -155,26 +154,26 @@ void EnemyScript::death(){
}
RefVector<Sprite> sprites = this->get_components<Sprite>();
for (Sprite & sprite : sprites) {
- sprite.data.position_offset.x = 15;
- }
+ sprite.data.position_offset.x = 15;
+ }
rb.data.linear_velocity_coefficient = {0.5, 1};
//rb.add_force_linear(vec2{0,20});
rb.data.gravity_scale = 20;
tr.rotation = 90;
- AI& ai = this->get_component<AI>();
+ AI & ai = this->get_component<AI>();
ai.active = false;
this->alive = false;
- AI& ai_component = this->get_component<AI>();
+ AI & ai_component = this->get_component<AI>();
ai_component.active = false;
}
void EnemyScript::despawn_enemy() {
Transform & transform = this->get_component<Transform>();
- Rigidbody& rb = this->get_component<Rigidbody>();
+ Rigidbody & rb = this->get_component<Rigidbody>();
rb.data.gravity_scale = 0;
- rb.data.linear_velocity = {0,0};
+ rb.data.linear_velocity = {0, 0};
transform.rotation = 0;
transform.position = ENEMY_POOL_LOCATION;
-
+
this->spawned = false;
}