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authorMax-001 <maxsmits21@kpnmail.nl>2025-01-08 09:51:06 +0100
committerMax-001 <maxsmits21@kpnmail.nl>2025-01-08 09:51:06 +0100
commite9082de7d114ce024a884cac38c545c99de4026a (patch)
treead10395021fed08e8143ea40b42bc9784ed4dc4e /game
parentb8ff1dcd4e531c3c858ee09f705cf553e86ed7ff (diff)
Finnished collision
Diffstat (limited to 'game')
-rw-r--r--game/CMakeLists.txt1
-rw-r--r--game/GameScene.cpp6
-rw-r--r--game/workers/CollisionScript.cpp48
-rw-r--r--game/workers/PanicFromPlayerScript.cpp14
-rw-r--r--game/workers/WorkerScript.cpp29
-rw-r--r--game/workers/WorkersSubScene.cpp9
6 files changed, 90 insertions, 17 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt
index 0fb2424..ab770eb 100644
--- a/game/CMakeLists.txt
+++ b/game/CMakeLists.txt
@@ -25,6 +25,7 @@ add_executable(main
workers/WorkersSubScene.cpp
workers/WorkerScript.cpp
workers/PanicFromPlayerScript.cpp
+ workers/CollisionScript.cpp
main.cpp
)
diff --git a/game/GameScene.cpp b/game/GameScene.cpp
index 02af8db..97f62e2 100644
--- a/game/GameScene.cpp
+++ b/game/GameScene.cpp
@@ -80,7 +80,7 @@ void GameScene::load_scene() {
boom_audio.add_component<AudioSource>(boom_audio_asset);
// zapper, laser and missile (below) for testing purpose only!!!
- GameObject zapper = new_object("zapper", "zapper", vec2(1000, 0));
+ GameObject zapper = new_object("zapper", "zapper", vec2(1000, 200));
Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"};
Sprite & zapper_sprite = zapper.add_component<Sprite>(
zapper_asset,
@@ -96,7 +96,7 @@ void GameScene::load_scene() {
.collision_layer = COLL_LAY_ZAPPER,
});
zapper.add_component<BoxCollider>(vec2(100, 100));
- GameObject laser = new_object("laser", "laser", vec2(2000, 0));
+ GameObject laser = new_object("laser", "laser", vec2(2000, 200));
Asset laser_asset {"asset/obstacles/laser/laserPower.png"};
Sprite & laser_sprite = laser.add_component<Sprite>(
laser_asset,
@@ -112,7 +112,7 @@ void GameScene::load_scene() {
.collision_layer = COLL_LAY_LASER,
});
laser.add_component<BoxCollider>(vec2(100, 100));
- GameObject missile = new_object("missile", "missile", vec2(4000, 0));
+ GameObject missile = new_object("missile", "missile", vec2(4000, 200));
Asset missile_asset {"asset/obstacles/missile/missile.png"};
Sprite & missile_sprite = missile.add_component<Sprite>(
missile_asset,
diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp
index baa058b..deaf0ee 100644
--- a/game/workers/CollisionScript.cpp
+++ b/game/workers/CollisionScript.cpp
@@ -1,6 +1,11 @@
#include "CollisionScript.h"
#include <crepe/api/Animator.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
using namespace crepe;
using namespace std;
@@ -13,31 +18,50 @@ void CollisionScript::init() {
bool CollisionScript::on_collision(const CollisionEvent & ev) {
RefVector<Animator> animators = this->get_components<Animator>();
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ Rigidbody & rb = this->get_component<Rigidbody>();
+ Transform & tr = this->get_component<Transform>();
+ BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front();
if (ev.info.other.metadata.tag == "zapper") {
for (Animator & anim : animators) {
- anim.active = true;
- anim.set_anim(4);
- anim.data.looping = true;
+ anim.active = false;
+ anim.set_anim(3);
}
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
- return true;
+ return false;
} else if (ev.info.other.metadata.tag == "laser") {
for (Animator & anim : animators) {
- anim.active = true;
- anim.set_anim(4);
- anim.data.looping = true;
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
}
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
- return true;
+ return false;
} else if (ev.info.other.metadata.tag == "missile") {
for (Animator & anim : animators) {
- anim.active = true;
- anim.set_anim(5);
- anim.data.looping = true;
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
}
+ rb.data.linear_velocity_coefficient = {0.5, 0.5};
+ tr.rotation = 90;
+ bs_panic.active = false;
- return true;
+ return false;
}
return false;
diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp
index 1e49aaa..baa48df 100644
--- a/game/workers/PanicFromPlayerScript.cpp
+++ b/game/workers/PanicFromPlayerScript.cpp
@@ -32,11 +32,21 @@ void PanicFromPlayerScript::fixed_update(duration_t dt) {
}
if (result_x < 0) {
- rb_worker.data.linear_velocity.x = 10000 * dt.count();
+ float min_value = 8000;
+ float max_value = 10000;
+ float value = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ rb_worker.data.linear_velocity.x = value * dt.count();
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
} else {
- rb_worker.data.linear_velocity.x = -5000 * dt.count();
+ float min_value = -4000;
+ float max_value = -5000;
+ float value = min_value
+ + static_cast<float>(rand())
+ / (static_cast<float>(RAND_MAX / (max_value - min_value)));
+ rb_worker.data.linear_velocity.x = value * dt.count();
sprite_worker.front().get().data.flip.flip_x = true;
sprite_worker.back().get().data.flip.flip_x = true;
}
diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp
index 1bcf8d5..b0bfc4e 100644
--- a/game/workers/WorkerScript.cpp
+++ b/game/workers/WorkerScript.cpp
@@ -1,6 +1,7 @@
#include "WorkerScript.h"
#include "../Config.h"
+#include "api/BehaviorScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/Rigidbody.h>
@@ -44,6 +45,9 @@ void WorkerScript::fixed_update(duration_t dt) {
= this->get_components_by_id<Sprite>(trans_worker.game_object_id);
RefVector<Animator> animator_worker
= this->get_components_by_id<Animator>(trans_worker.game_object_id);
+ BehaviorScript & bs_panic
+ = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
+ .front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
@@ -55,6 +59,8 @@ void WorkerScript::fixed_update(duration_t dt) {
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
@@ -65,6 +71,15 @@ void WorkerScript::fixed_update(duration_t dt) {
= rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
+ }
+
+ trans_worker.rotation = 0;
+ bs_panic.active = true;
+ rb_worker.data.linear_velocity_coefficient = {1, 1};
+ for (Sprite & sprite : sprite_worker) {
+ sprite.data.position_offset.x = 0;
}
}
} else {
@@ -84,6 +99,9 @@ void WorkerScript::fixed_update(duration_t dt) {
= this->get_components_by_id<Sprite>(trans_worker.game_object_id);
RefVector<Animator> animator_worker
= this->get_components_by_id<Animator>(trans_worker.game_object_id);
+ BehaviorScript & bs_panic
+ = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
+ .front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
@@ -96,6 +114,8 @@ void WorkerScript::fixed_update(duration_t dt) {
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
@@ -107,6 +127,15 @@ void WorkerScript::fixed_update(duration_t dt) {
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
+ animator_worker.front().get().active = true;
+ animator_worker.back().get().active = true;
+ }
+
+ trans_worker.rotation = 0;
+ bs_panic.active = true;
+ rb_worker.data.linear_velocity_coefficient = {1, 1};
+ for (Sprite & sprite : sprite_worker) {
+ sprite.data.position_offset.x = 0;
}
}
}
diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp
index 215e3f2..54996d1 100644
--- a/game/workers/WorkersSubScene.cpp
+++ b/game/workers/WorkersSubScene.cpp
@@ -1,4 +1,5 @@
#include "WorkersSubScene.h"
+#include "CollisionScript.h"
#include "PanicFromPlayerScript.h"
#include "WorkerScript.h"
@@ -70,6 +71,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_1.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -118,6 +120,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_2.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -166,6 +169,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_TOP},
});
worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_3.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -214,6 +218,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_HIGH},
});
worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_4.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -262,6 +267,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_HIGH},
});
worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_5.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -310,6 +316,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_6.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -358,6 +365,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_7.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false};
@@ -406,6 +414,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee
.collision_layers = {COLL_LAY_BOT_LOW},
});
worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>();
+ worker_8.add_component<BehaviorScript>().set_script<CollisionScript>();
if (init_speed < 0) {
worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false};