diff options
author | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-09 16:09:08 +0100 |
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committer | WBoerenkamps <wrj.boerenkamps@student.avans.nl> | 2025-01-09 16:09:08 +0100 |
commit | e09e5d3b22f551ef462ba028530dddb6bc578257 (patch) | |
tree | 1ef91c73585bfbf441f8cb888c19c8202abfa115 /game | |
parent | 75cbcb0442bd8849ed109a34e7529b400eecbb30 (diff) |
make format
Diffstat (limited to 'game')
-rw-r--r-- | game/enemy/BattleScript.cpp | 15 | ||||
-rw-r--r-- | game/enemy/EnemyScript.cpp | 51 |
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; } |