diff options
| -rw-r--r-- | game/Config.h | 1 | ||||
| -rw-r--r-- | game/enemy/BattleScript.cpp | 15 | ||||
| -rw-r--r-- | game/enemy/BattleScript.h | 2 | ||||
| -rw-r--r-- | game/enemy/EnemyBulletScript.cpp | 2 | ||||
| -rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 7 | ||||
| -rw-r--r-- | game/enemy/EnemyScript.cpp | 61 | ||||
| -rw-r--r-- | game/enemy/EnemyScript.h | 15 | ||||
| -rw-r--r-- | game/enemy/EnemySubScene.cpp | 41 | ||||
| -rw-r--r-- | game/main.cpp | 1 | ||||
| -rw-r--r-- | game/player/PlayerScript.cpp | 6 | ||||
| -rw-r--r-- | game/player/PlayerScript.h | 5 | ||||
| -rw-r--r-- | game/player/PlayerSubScene.cpp | 7 | ||||
| -rw-r--r-- | game/scheduler/ObjectsScheduler.cpp | 26 | 
13 files changed, 159 insertions, 30 deletions
| diff --git a/game/Config.h b/game/Config.h index 8fa41ba..3242a03 100644 --- a/game/Config.h +++ b/game/Config.h @@ -34,6 +34,7 @@ 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 COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_SHIELD = 12; // Only for GameScene  static constexpr float GAME_HEIGHT = 800; // In game units  static constexpr float HALLWAY_HEIGHT = 475; // In game units diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp index 6d96ef6..3eda89e 100644 --- a/game/enemy/BattleScript.cpp +++ b/game/enemy/BattleScript.cpp @@ -1,6 +1,7 @@  #include "BattleScript.h"  #include "EnemyScript.h"  #include <crepe/api/AI.h> +#include <iostream>  #include <crepe/api/BehaviorScript.h>  #include <crepe/api/Metadata.h>  using namespace std; @@ -28,16 +29,23 @@ void BattleScript::fixed_update(duration_t dt) {  	}  	if (!enemies_alive) {  		this->battle_active = false; +		cout << "battle won" << endl;  		this->trigger_event<BattleWonEvent>();  	}  }  bool BattleScript::create_battle(const BattleStartEvent & e) { -	this->battle_active = true; +	this->battle_active = e.battle; +	this->spawn_enemies(e.num_enemies); +	return false; +} +void BattleScript::spawn_enemies(int amount) {  	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++) { +	std::uniform_real_distribution<float> dist(70, 150); +	 +	for (int i = 0; i < amount; i++) {  		BehaviorScript & script = enemy_scripts[i]; +		if(script.active == true) continue;  		script.active = true;  		this->queue_event<SpawnEnemyEvent>(  			SpawnEnemyEvent { @@ -47,5 +55,4 @@ bool BattleScript::create_battle(const BattleStartEvent & e) {  			script.game_object_id  		);  	} -	return false;  } diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h index ddd0be1..57aa16c 100644 --- a/game/enemy/BattleScript.h +++ b/game/enemy/BattleScript.h @@ -9,6 +9,7 @@ struct BattleWonEvent : public crepe::Event {};  struct BattleStartEvent : public crepe::Event {  public:  	int num_enemies = 0; +	bool battle = false;  };  class BattleScript : public crepe::Script {  public: @@ -20,5 +21,6 @@ private:  	bool battle_active = false;  	std::random_device rd;  	std::default_random_engine engine; +	void spawn_enemies(int amount);  	bool create_battle(const BattleStartEvent & e);  }; diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 65c0c23..d208a88 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -18,7 +18,7 @@ void EnemyBulletScript::fixed_update(crepe::duration_t dt) {  	Transform & cam_transform = this->get_components_by_name<Transform>("camera").front();  	Rigidbody & bullet_body = this->get_component<Rigidbody>();  	//move -	transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); +	transform.position += bullet_body.data.linear_velocity * dt.count();  	vec2 half_screen = camera.viewport_size / 2;  	float despawn_location = cam_transform.position.x - half_screen.x - 50;  	if (transform.position.x < despawn_location) { diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index ad2ca9d..eb43f0a 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -27,14 +27,13 @@ int EnemyBulletSubScene::create(Scene & scn, int counter) {  	Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data {  		.gravity_scale = 0,  		.body_type = Rigidbody::BodyType::KINEMATIC, - -		.linear_velocity = vec2 {-250, 0}, +		.linear_velocity = vec2 {-400, 0},  		.kinematic_collision = false, -		.collision_layers = {COLL_LAY_MISSILE, COLL_LAY_ZAPPER}, +		.collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_MISSILE, COLL_LAY_ZAPPER},  		.collision_layer = COLL_LAY_BULLET  	});  	bullet_body.active = false; -	BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 30)); +	BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(40, 10));  	//bullet_collider.active = false;  	Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"};  	Sprite & bullet_sprite = bullet.add_component<Sprite>( diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index 5c03539..04d577a 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -2,6 +2,7 @@  #include "../Config.h"  #include "../Random.h"  #include "EnemyConfig.h" +#include <iostream>  #include <crepe/api/AI.h>  #include <crepe/api/Animator.h>  #include <crepe/api/AudioSource.h> @@ -9,7 +10,11 @@  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Transform.h> +#include <crepe/api/Sprite.h>  #include <crepe/types.h> +#include "../Random.h" +#include "api/Color.h" +#include "api/Sprite.h"  #include <random>  using namespace crepe;  using namespace std; @@ -40,23 +45,33 @@ void EnemyScript::fixed_update(duration_t dt) {  	//transform.position += enemy_body.data.linear_velocity * dt.count();  	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); - +	//cout << "before clamp speed: " << adjustment_speed << endl;  	adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED);  	// Move the path nodes on the Y-axis +	//cout << "adjusted_speed: " << adjustment_speed << endl; +	Rigidbody& player_body = this->get_components_by_tag<Rigidbody>("player").front();  	for (vec2 & path_node : ai_component.path) {  		path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); +		path_node.x += player_body.data.linear_velocity.x * dt.count();  	}  	//bullet fire logic:  	auto now = std::chrono::steady_clock::now();  	std::chrono::duration<float> elapsed = now - last_fired;  	if (elapsed > shot_delay) { -		this->shoot(transform.position, 0); +		this->shoot(transform.position);  		last_fired = now;  		this->shot_delay = std::chrono::duration<float>(Random::f(4, 1));  	} +	std::chrono::duration<float> elapsed_hit = now - last_hit; +	//hit blink timer +	if(elapsed_hit > blink_time){ +		set_hit_blink(false); +	}  } +  bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {  	this->speed = e.speed;  	AI & ai_component = this->get_component<AI>(); @@ -65,7 +80,7 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {  	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 - 50 * (1 + e.column); +	float x_value = cam_transform.position.x + half_screen.x - 70 * (1 + e.column);  	uniform_real_distribution<float> dist(  		cam_transform.position.y - half_screen.y + 100,  		cam_transform.position.y + half_screen.y - 100 @@ -75,31 +90,52 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {  		= {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height};  	transform.position = spawn_location;  	ai_component.path.clear(); -	ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); +	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;  } +void EnemyScript::set_hit_blink(bool status){ +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	for(Sprite& sprite : sprites){ +		if(status){ +			sprite.data.color = Color::RED; +			continue; +		} +		sprite.data.color = Color::WHITE; +	} +} +  bool EnemyScript::on_collide(const CollisionEvent & e) {  	if (e.info.other.metadata.tag == "player_bullet") { +		this->health--; +		last_hit = std::chrono::steady_clock::now(); +		//Sprite& sprite; +		set_hit_blink(true); +		 +	} +	if(health <= 0){  		this->despawn_enemy();  	} -	Animator & body_animator = this->get_components<Animator>().front(); -	body_animator.data.col = 2;  	//body_animator.play(); -	BehaviorScript & enemy_script = this->get_component<BehaviorScript>(); -	enemy_script.active = false; +	  	return false;  } +  void EnemyScript::despawn_enemy() {  	Transform & transform = this->get_component<Transform>(); +	BehaviorScript & enemy_script = this->get_component<BehaviorScript>(); +	enemy_script.active = false; +	Animator & body_animator = this->get_components<Animator>().front(); +	body_animator.data.col = 2;  	transform.position = ENEMY_POOL_LOCATION;  	AI & ai_component = this->get_component<AI>();  	// Rigidbody& enemy_body  	ai_component.active = false;  } -void EnemyScript::shoot(const vec2 & location, float angle) { + +void EnemyScript::shoot(const vec2 & location) {  	RefVector<Transform> bullet_transforms  		= this->get_components_by_tag<Transform>("enemy_bullet"); @@ -120,3 +156,10 @@ void EnemyScript::shoot(const vec2 & location, float angle) {  		}  	}  } + +void EnemyScript::create_tank(){ +	RefVector<Sprite> sprites = this->get_components<Sprite>(); +	Sprite& tank_body = sprites[2]; +	tank_body.active = true; + +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 42ecac4..24799a5 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -13,19 +13,24 @@ public:  	EnemyScript();  	void init() override;  	void fixed_update(crepe::duration_t dt) override; -	void shoot(const crepe::vec2 & position, float angle); +	void shoot(const crepe::vec2 & position);  	bool on_collide(const crepe::CollisionEvent & collisionData);  	void despawn_enemy();  	bool spawn_enemy(const SpawnEnemyEvent & e); - +	void create_tank(); +	void create_soldier(); +	void set_hit_blink(bool status);  private:  	std::random_device rd;  	std::default_random_engine engine;  	bool alive = false;  	float speed = 50; -	const float MIN_SPEED = 10; -	const float MAX_SPEED = 130; -	const float MAX_DISTANCE = 100; +	int health = 2; +	const float MIN_SPEED = 20; +	const float MAX_SPEED = 150; +	const float MAX_DISTANCE = 200;  	std::chrono::time_point<std::chrono::steady_clock> last_fired; +	std::chrono::time_point<std::chrono::steady_clock> last_hit;  	std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); +	std::chrono::duration<float> blink_time = std::chrono::duration<float>(0.1);  }; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 607b9a9..edc537f 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -31,6 +31,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  		.collision_layer = COLL_LAY_ENEMY,  	}); +	// normal body  	Asset enemy_body_asset {"asset/workers/worker2Body.png"};  	enemy.add_component<BoxCollider>(vec2(50, 50));  	Sprite & enemy_body_sprite = enemy.add_component<Sprite>( @@ -51,7 +52,9 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = false,  		}  	); +	enemy_body_sprite.active = false;  	body_animator.pause(); +	body_animator.active = true;  	enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));  	Asset enemy_head_asset {"asset/workers/worker2Head.png"};  	Sprite & enemy_head_sprite = enemy.add_component<Sprite>( @@ -71,6 +74,32 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = true,  		}  	); +	// tanky body  +	Asset tank_body_asset {"asset/workers/workerFatBody.png"}; +	enemy.add_component<BoxCollider>(vec2(50, 50)); +	Sprite & tank_body_sprite = enemy.add_component<Sprite>( +		tank_body_asset, +		Sprite::Data { +			.flip = {true, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 0, +			.size = vec2(0, 50), +		} +	); +	tank_body_sprite.active = true; +	Animator & tank_animator = enemy.add_component<Animator>( +		tank_body_sprite, ivec2(32, 32), uvec2(4, 8), +		Animator::Data { +			.fps = 5, +			.col = 1, +			.row = 0, +			.looping = false, +		} +	); +	tank_animator.pause(); +	tank_animator.active = true; + +	//jetpack  	enemy.add_component<CircleCollider>(25, vec2(0, -20));  	Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"};  	Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( @@ -91,6 +120,18 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {  			.looping = true,  		}  	); +	//gun +	Asset enemy_pistol_asset{"asset/workers/gun.png"}; +	Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>( +		enemy_pistol_asset, +		Sprite::Data { +			.flip = {false, false}, +			.sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, +			.order_in_layer = 2, +			.size = vec2(0, 20), +			.position_offset = vec2(-20, 0), +		} +	);  	enemy.add_component<AudioSource>(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1;  	AI & ai_component = enemy.add_component<AI>(3000);  	ai_component.path_follow_on(); diff --git a/game/main.cpp b/game/main.cpp index 14eec99..a34121e 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -17,6 +17,7 @@ int main() {  	Config::get_instance() = ENGINE_CONFIG;  	Engine gameloop; +	  	gameloop.add_scene<MainMenuScene>();  	gameloop.add_scene<ShopMenuScene>();  	gameloop.add_scene<GameScene>(); diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index fadca9c..c072e06 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -104,6 +104,12 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  			last_fired = now;  		}  	} +	if (this->get_key_state(Keycode::P)) { +		this->trigger_event<BattleStartEvent>(BattleStartEvent{ +			.num_enemies = 4, +			.battle = true, +		}); +	}  	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) { diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index e7d860a..0fe21d1 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -15,8 +15,11 @@ private:  private:  	int prev_anim = 0; +	bool gravity_mode = true; +	bool fall_direction = false;  	std::chrono::time_point<std::chrono::steady_clock> last_fired; +	std::chrono::time_point<std::chrono::steady_clock> last_switched;  	std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); - +	std::chrono::duration<float> switch_delay = std::chrono::duration<float>(0.01);  	int current_jetpack_sound = 0;  }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index c4d689a..245f19c 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ 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(200, 200));  	Asset player_bullet {"asset/other_effects/effect_smgbullet.png"};  	Sprite & player_bullet_sprite = player.add_component<Sprite>( @@ -106,7 +106,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  			.looping = true,  		}  	); -	player.add_component<BoxCollider>(vec2(50, 50)); +	player.add_component<BoxCollider>(vec2(35, 35));  	Asset player_head_asset {"asset/barry/defaultHead.png"};  	Sprite & player_head_sprite = player.add_component<Sprite>(  		player_head_asset, @@ -143,7 +143,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  			.looping = true,  		}  	); -	player.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); +	player.add_component<BoxCollider>(vec2(40, 50), vec2(-20, 0));  	player.add_component<Rigidbody>(Rigidbody::Data {  		.gravity_scale = PLAYER_GRAVITY_SCALE,  		.body_type = Rigidbody::BodyType::DYNAMIC, @@ -153,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  		},  		.collision_layer = COLL_LAY_PLAYER,  	}); +  	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false;  	player.add_component<BehaviorScript>().set_script<CoinScript>();  	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp index 3ce2018..a802806 100644 --- a/game/scheduler/ObjectsScheduler.cpp +++ b/game/scheduler/ObjectsScheduler.cpp @@ -5,6 +5,7 @@  #include "../Config.h"  #include "../Random.h"  #include "../missile/SpawnEvent.h" +#include "../enemy/EnemyScript.h"  #include "api/Rigidbody.h"  #include "api/Transform.h"  #include "enemy/BattleScript.h" @@ -14,15 +15,34 @@ using namespace crepe;  void ObjectsScheduler::preset_0() {  	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});  	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); +	this->trigger_event<BattleStartEvent>(BattleStartEvent { +		.num_enemies = Random::i(3,1), +		.battle = false, +	}); +} +void ObjectsScheduler::preset_1() {  +	trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});  +	this->trigger_event<BattleStartEvent>(BattleStartEvent { +		.num_enemies = Random::i(4,1), +		.battle = false, +		}); +} +void ObjectsScheduler::preset_2() {  +	trigger_event<CreateZapperEvent>(CreateZapperEvent {}); +	this->trigger_event<BattleStartEvent>(BattleStartEvent { +		.num_enemies = Random::i(2,1), +		.battle = false, +		});  } -void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } -void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }  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;  	this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x = 0; -	this->trigger_event<BattleStartEvent>(BattleStartEvent {.num_enemies = 2}); +	this->trigger_event<BattleStartEvent>(BattleStartEvent { +		.num_enemies = 7, +		.battle = true, +		});  	RefVector<Rigidbody> rb_back_forest  		= this->get_components_by_tag<Rigidbody>("forest_background"); |