diff options
72 files changed, 2191 insertions, 92 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index f81850d..e1168eb 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -7,27 +7,73 @@ set(CMAKE_BUILD_TYPE Debug) project(game C CXX) add_subdirectory(../src crepe) -add_executable(main + +add_executable(main) + +target_sources(main PUBLIC + # enemy + enemy/BattleScript.cpp + enemy/EnemyPool.cpp + enemy/EnemyBulletScript.cpp + enemy/EnemyBulletSubScene.cpp + enemy/EnemyBulletPool.cpp + enemy/EnemySubScene.cpp + enemy/EnemyScript.cpp + + #background background/AquariumSubScene.cpp background/AquariumScript.cpp background/BackgroundSubScene.cpp background/ForestParallaxScript.cpp background/ForestSubScene.cpp - GameScene.cpp background/HallwaySubScene.cpp + background/StartSubScene.cpp background/HallwayScript.cpp + + # mainscenes + GameScene.cpp + menus/shop/ShopMenuScene.cpp + menus/mainmenu/MainMenuScene.cpp + PreviewScene.cpp + main.cpp + + # missile + missile/MissilePool.cpp + missile/MissileScript.cpp + missile/MissileSubScene.cpp + missile/SpawnEvent.cpp + + #scheduling + scheduler/ObjectsScheduler.cpp + + # Preview + preview/SmokeSubScene.cpp + preview/NpcSubScene.cpp + preview/NpcScript.cpp + preview/PrevPlayerSubScene.cpp + preview/PrevPlayerScript.cpp + + # scripts + GameScene.cpp MoveCameraManualyScript.cpp + StartGameScript.cpp + + # player player/PlayerScript.cpp player/PlayerSubScene.cpp - StartGameScript.cpp + player/PlayerBulletPool.cpp + player/PlayerBulletScript.cpp + player/PlayerBulletSubScene.cpp player/PlayerEndScript.cpp player/PlayerAudioScript.cpp - background/StartSubScene.cpp + + # workers workers/WorkersSubScene.cpp workers/WorkerScript.cpp workers/PanicFromPlayerScript.cpp workers/CollisionScript.cpp - main.cpp + + # menus menus/BannerSubScene.cpp menus/ButtonSubScene.cpp menus/IButtonScript.cpp @@ -38,24 +84,32 @@ add_executable(main menus/FloatingWindowSubScene.cpp menus/IFloatingWindowScript.cpp menus/ButtonShowCreditsSubScript.cpp - menus/shop/ShopMenuScene.cpp menus/mainmenu/ButtonTransitionPreviewSubScript.cpp menus/mainmenu/ITransitionScript.cpp - menus/mainmenu/MainMenuScene.cpp menus/mainmenu/TransitionStartSubScript.cpp menus/mainmenu/CreditsSubScene.cpp menus/mainmenu/CreditsSubScript.cpp menus/endgame/EndGameSubScene.cpp menus/endgame/EndGameSubScript.cpp + + # coins coins/CoinSubScene.cpp coins/CoinPoolSubScene.cpp coins/CoinSystemScript.cpp coins/CoinScript.cpp + + # hud hud/HudSubScene.cpp hud/HudScript.cpp hud/SpeedScript.cpp + + #random Random.cpp ) +add_subdirectory(background) +add_subdirectory(prefab) + target_link_libraries(main PUBLIC crepe) +target_include_directories(main PRIVATE .) diff --git a/game/Config.h b/game/Config.h index c2f95c0..8fa41ba 100644 --- a/game/Config.h +++ b/game/Config.h @@ -1,6 +1,17 @@ #pragma once #include "types.h" +#include <crepe/api/Config.h> + +static const crepe::Config ENGINE_CONFIG { + .log { + .level = crepe::Log::Level::DEBUG, + }, + .window_settings { + .window_title = "Jetpack joyride clone", + }, +}; + static constexpr int SORT_IN_LAY_BACK_BACKGROUND = 3; // For all scenes static constexpr int SORT_IN_LAY_BACKGROUND = 4; // For all scenes static constexpr int SORT_IN_LAY_FORE_BACKGROUND = 5; // For all scenes @@ -20,12 +31,16 @@ 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 COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene -static constexpr int GAME_HEIGHT = 800; // In game units +static constexpr float GAME_HEIGHT = 800; // In game units +static constexpr float HALLWAY_HEIGHT = 475; // In game units -static constexpr int VIEWPORT_X = 1100; // In game units +static constexpr float VIEWPORT_X = 1100; // In game units // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished -static constexpr int VIEWPORT_Y = 500; // In game units +static constexpr float VIEWPORT_Y = 500; // In game units // Font settings static constexpr const char * FONT = "Jetpackia"; @@ -46,5 +61,6 @@ static constexpr const char * PLAYER_NAME = "player"; static constexpr int PLAYER_SPEED = 7500; // In game units static constexpr int PLAYER_GRAVITY_SCALE = 60; // In game units +static constexpr const char * CAMERA_NAME = "camera"; // Jetpack particles static constexpr const char * JETPACK_PARTICLES = "jetpack_particles"; diff --git a/game/GameScene.cpp b/game/GameScene.cpp index c84ec24..34b0fcb 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -6,14 +6,26 @@ #include "coins/CoinSystemScript.h" #include "background/BackgroundSubScene.h" +#include "enemy/BattleScript.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/EnemyBulletSubScene.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h" #include "hud/HudScript.h" #include "hud/HudSubScene.h" #include "hud/SpeedScript.h" #include "menus/endgame/EndGameSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" +#include "player/PlayerBulletPool.h" +#include "player/PlayerBulletSubScene.h" #include "player/PlayerSubScene.h" +#include "scheduler/ObjectsScheduler.h" +#include "prefab/ZapperPoolSubScene.h" #include "workers/WorkersSubScene.h" #include <cmath> +#include <crepe/api/AI.h> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> #include <crepe/api/AudioSource.h> @@ -36,7 +48,7 @@ using namespace std; void GameScene::load_scene() { BackgroundSubScene background(*this); - GameObject camera = new_object("camera", "camera", vec2(650, 0)); + GameObject camera = new_object(CAMERA_NAME, "camera", vec2(650, 0)); camera.add_component<Camera>( ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), Camera::Data { @@ -47,11 +59,20 @@ void GameScene::load_scene() { camera.add_component<BehaviorScript>().set_script<CoinSystemScript>(); camera.add_component<BehaviorScript>().set_script<HudScript>(); camera.add_component<BehaviorScript>().set_script<SpeedScript>(); + camera.add_component<BehaviorScript>().set_script<BattleScript>(); + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); + camera.add_component<BehaviorScript>().set_script<ObjectsScheduler>(); 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); - + MissilePool missile_pool(*this); WorkersSubScene workers(*this); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); @@ -78,15 +99,23 @@ void GameScene::load_scene() { }); ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); + ZapperPoolSubScene {*this}; + GameObject start_game_script = new_object("start_game_script", "script", vec2(0, 0)); start_game_script.add_component<BehaviorScript>().set_script<StartGameScript>(); //create coin pool CoinPoolSubScene coin_system; coin_system.create_coins(*this); - + EnemyBulletPool enemy_bullet_pool; + enemy_bullet_pool.create_bullets(*this); + PlayerBulletPool player_bullet_pool; + player_bullet_pool.create_bullets(*this); + EnemyPool enemy_pool; + enemy_pool.create_enemies(*this); HudSubScene hud; hud.create(*this); + GameObject background_music = new_object("background_music", "audio", vec2(0, 0)); Asset background_music_asset {"asset/music/level.ogg"}; background_music.add_component<AudioSource>(background_music_asset); @@ -95,56 +124,6 @@ void GameScene::load_scene() { Asset boom_audio_asset {"asset/sfx/window_smash.ogg"}; 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, 200)); - Asset zapper_asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}; - Sprite & zapper_sprite = zapper.add_component<Sprite>( - zapper_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - zapper.add_component<Rigidbody>(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_ZAPPER, - }); - zapper.add_component<BoxCollider>(vec2(100, 100)); - 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, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - laser.add_component<Rigidbody>(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_LASER, - }); - laser.add_component<BoxCollider>(vec2(100, 100)); - 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, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - missile.add_component<Rigidbody>(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_MISSILE, - }); - missile.add_component<BoxCollider>(vec2(100, 100)); - EndGameSubScene endgamewindow; endgamewindow.create(*this); } diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp new file mode 100644 index 0000000..6cd9e78 --- /dev/null +++ b/game/PreviewScene.cpp @@ -0,0 +1,99 @@ +#include "PreviewScene.h" + +#include "Config.h" +#include "background/BackgroundSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" +#include "preview/NpcSubScene.h" +#include "preview/PrevPlayerSubScene.h" +#include "preview/SmokeSubScene.h" + +#include "missile/MissileSubScene.h" + +#include <cmath> +#include <crepe/api/Animator.h> +#include <crepe/api/Asset.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/Event.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> +#include <crepe/types.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +void PreviewScene::load_scene() { + + BackgroundSubScene background(*this); + + GameObject camera = new_object("camera", "camera", vec2(650, 0)); + camera.add_component<Camera>( + ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), + Camera::Data { + .bg_color = Color::RED, + } + ); + camera.add_component<Rigidbody>(Rigidbody::Data {}); + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); + + GameObject floor = new_object("floor", "game_world", vec2(0, 325)); + floor.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, + }); + floor.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); + floor_low.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_LOW, + }); + floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); + floor_high.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_HIGH, + }); + GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); + ceiling.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, + }); + ceiling.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1); + + world.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layers = {0}, + }); + + PrevPlayerSubScene player(*this); + NpcSubScene npc(*this); + SmokeSubScene smoke(*this); + MissilePool mpool(*this); + + /* + + for (int i = 0; i < 200; ++i) { + int row = i / 10; + int col = i % 10; + float x = col * 25 + i; + float y = row * 25 - 400; + GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1); + Coin coin(game_coin, vec2 {0, 0}); + } + */ +} + +string PreviewScene::get_name() const { return "preview scene"; } diff --git a/game/PreviewScene.h b/game/PreviewScene.h new file mode 100644 index 0000000..afe911e --- /dev/null +++ b/game/PreviewScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class PreviewScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/Random.cpp b/game/Random.cpp index ace6245..64cf1f3 100644 --- a/game/Random.cpp +++ b/game/Random.cpp @@ -25,3 +25,5 @@ unsigned Random::u(unsigned upper, unsigned lower) { unsigned x = rand() % range; return x + lower; } + +bool Random::b() { return rand() % 2; } diff --git a/game/Random.h b/game/Random.h index 8af9669..94f98d2 100644 --- a/game/Random.h +++ b/game/Random.h @@ -6,4 +6,5 @@ public: static double d(double upper = 1.0, double lower = 0.0); static int i(int upper, int lower = 0); static unsigned u(unsigned upper, unsigned lower = 0); + static bool b(); }; diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index e88b329..48055af 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -12,7 +12,6 @@ using namespace std; void StartGameScript::fixed_update(crepe::duration_t dt) { Transform & player_transform = this->get_components_by_name<Transform>("player").front(); - // 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(); diff --git a/game/background/CMakeLists.txt b/game/background/CMakeLists.txt new file mode 100644 index 0000000..1d705f5 --- /dev/null +++ b/game/background/CMakeLists.txt @@ -0,0 +1,9 @@ +target_sources(main PUBLIC + AquariumSubScene.cpp + BackgroundSubScene.cpp + ForestParallaxScript.cpp + ForestSubScene.cpp + HallwaySubScene.cpp + StartSubScene.cpp +) + diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..6d96ef6 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,51 @@ +#include "BattleScript.h" +#include "EnemyScript.h" +#include <crepe/api/AI.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +using namespace std; +using namespace crepe; + +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) { + if (!battle_active) return; + 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->battle_active = false; + this->trigger_event<BattleWonEvent>(); + } +} +bool BattleScript::create_battle(const BattleStartEvent & e) { + this->battle_active = true; + 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->queue_event<SpawnEnemyEvent>( + SpawnEnemyEvent { + .speed = dist(engine), + .column = i, + }, + script.game_object_id + ); + } + return false; +} diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h new file mode 100644 index 0000000..ddd0be1 --- /dev/null +++ b/game/enemy/BattleScript.h @@ -0,0 +1,24 @@ +#pragma once + +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct BattleWonEvent : public crepe::Event {}; + +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: + bool battle_active = false; + std::random_device rd; + std::default_random_engine engine; + bool create_battle(const BattleStartEvent & e); +}; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp new file mode 100644 index 0000000..3ee4816 --- /dev/null +++ b/game/enemy/EnemyBulletPool.cpp @@ -0,0 +1,11 @@ +#include "EnemyBulletPool.h" +#include "EnemyBulletSubScene.h" +using namespace std; + +void EnemyBulletPool::create_bullets(crepe::Scene & scn) { + EnemyBulletSubScene bullet; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = bullet.create(scn, amount); + } +} diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h new file mode 100644 index 0000000..ee53fc4 --- /dev/null +++ b/game/enemy/EnemyBulletPool.h @@ -0,0 +1,11 @@ +#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..65c0c23 --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,40 @@ +#include "EnemyBulletScript.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> +#include <iostream> + +#include "EnemyConfig.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(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + //move + transform.position.x += bullet_body.data.linear_velocity.x * 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) { + 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 = ENEMY_BULLET_POOL_LOCATION; +} + +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..7dab751 --- /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..5c31f1d --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -0,0 +1,51 @@ +#include <string> + +#include "../Config.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "../Random.h" +#include "EnemyBulletScript.h" +#include "EnemyBulletSubScene.h" +#include "EnemyScript.h" +using namespace crepe; +using namespace std; +int EnemyBulletSubScene::create(Scene & scn, int counter) { + string unique_name = "enemy_bullet_" + to_string(counter++); + GameObject bullet = scn.new_object( + unique_name.c_str(), "enemy_bullet", ENEMY_BULLET_POOL_LOCATION, 0, 1 + ); + + Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, + + .linear_velocity = vec2 {-250, 0}, + .kinematic_collision = false, + .collision_layers = {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)); + //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_OBSTACLES, + .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..ac78ad9 --- /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, int counter); +}; diff --git a/game/enemy/EnemyConfig.h b/game/enemy/EnemyConfig.h new file mode 100644 index 0000000..f7b660a --- /dev/null +++ b/game/enemy/EnemyConfig.h @@ -0,0 +1,7 @@ +#pragma once +#include <crepe/types.h> + +//button config +// static constexpr crepe::vec2 PLAYER_BULLET_POOL_LOCATION = {0, -850}; +static constexpr crepe::vec2 ENEMY_BULLET_POOL_LOCATION = {0, -750}; +static constexpr crepe::vec2 ENEMY_POOL_LOCATION = {0, -650}; diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp new file mode 100644 index 0000000..a7179bf --- /dev/null +++ b/game/enemy/EnemyPool.cpp @@ -0,0 +1,10 @@ +#include "EnemyPool.h" +#include "EnemySubScene.h" +using namespace std; +void EnemyPool::create_enemies(crepe::Scene & scn) { + EnemySubScene enemy; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = enemy.create(scn, amount); + } +} diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h new file mode 100644 index 0000000..f4d6765 --- /dev/null +++ b/game/enemy/EnemyPool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class EnemyPool { +public: + void create_enemies(crepe::Scene & scn); + +private: + static constexpr int MAXIMUM_AMOUNT = 10; +}; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp new file mode 100644 index 0000000..8cf8b80 --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,123 @@ +#include "EnemyScript.h" +#include "../Config.h" +#include "../Random.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Animator.h> +#include <crepe/types.h> +#include <random> +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript() { + engine.seed(rd()); + this->last_fired = std::chrono::steady_clock::now(); + this->shot_delay = std::chrono::duration<float>(3 + Random::f(1, 0)); +} +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 + ); + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { + return this->on_collide(e); + }); +}; +void EnemyScript::fixed_update(duration_t dt) { + if (this->alive) { + return; + } + Transform & transform = this->get_component<Transform>(); + 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>(); + + //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); + + adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); + // 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 > shot_delay) { + this->shoot(transform.position, 0); + 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; + 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; + 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; + ai_component.path.clear(); + ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); + ai_component.active = true; + this->last_fired = std::chrono::steady_clock::now(); + return false; +} + +bool EnemyScript::on_collide(const CollisionEvent & e) { + if (e.info.other.metadata.tag == "player_bullet") { + 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>(); + 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) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("enemy_bullet"); + + for (Transform & bullet_pos : bullet_transforms) { + 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; + AudioSource& audio = this->get_component<AudioSource>(); + audio.play(); + return; + } + } +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h new file mode 100644 index 0000000..42ecac4 --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,31 @@ +#pragma once +#include <chrono> +#include <crepe/api/Camera.h> +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <random> +struct SpawnEnemyEvent : public crepe::Event { + float speed = 0; + int column = 0; +}; +class EnemyScript : public crepe::Script { +public: + EnemyScript(); + void init() override; + void fixed_update(crepe::duration_t dt) override; + void shoot(const crepe::vec2 & position, float angle); + bool on_collide(const crepe::CollisionEvent & collisionData); + void despawn_enemy(); + bool spawn_enemy(const SpawnEnemyEvent & e); + +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; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..8316db9 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,102 @@ +#include <string> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Sprite.h> + +#include "../Config.h" +#include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" +using namespace crepe; +using namespace std; +//#TODO add sound +int EnemySubScene::create(Scene & scn, int enemy_counter) { + + string unique_name = "enemy_" + to_string(enemy_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + + enemy.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, + .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, + .collision_layer = COLL_LAY_ENEMY, + + }); + 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_WORKERS_FRONT, + .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 = 1, + .row = 0, + .looping = false, + } + ); + body_animator.pause(); + 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>( + enemy_head_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + enemy.add_component<Animator>( + enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + enemy.add_component<CircleCollider>(25, vec2(0, -20)); + Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( + enemy_jetpack_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(20, 0), + } + ); + enemy_jetpack_sprite.active = true; + enemy.add_component<Animator>( + enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + 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(); + BehaviorScript & enemy_script + = enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); + enemy_script.active = false; + return enemy_counter; +} diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h new file mode 100644 index 0000000..3899250 --- /dev/null +++ b/game/enemy/EnemySubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemySubScene { +public: + int create(crepe::Scene & scn, int enemy_counter); +}; diff --git a/game/main.cpp b/game/main.cpp index e341353..14eec99 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1,17 +1,26 @@ +#include <cstdlib> + #include <crepe/api/Engine.h> #include <crepe/api/Script.h> +#include "Config.h" #include "GameScene.h" +#include "PreviewScene.h" #include "menus/mainmenu/MainMenuScene.h" #include "menus/shop/ShopMenuScene.h" using namespace crepe; int main() { + srand(time(NULL)); + + Config::get_instance() = ENGINE_CONFIG; + Engine gameloop; gameloop.add_scene<MainMenuScene>(); gameloop.add_scene<ShopMenuScene>(); gameloop.add_scene<GameScene>(); + gameloop.add_scene<PreviewScene>(); return gameloop.main(); } diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h index 6ec5689..3e357a5 100644 --- a/game/menus/MenusConfig.h +++ b/game/menus/MenusConfig.h @@ -3,10 +3,9 @@ //generic menu config static constexpr int STARTING_SORTING_IN_LAYER = 7; -static constexpr const char * CAMERA_NAME = "camera"; //Scene names static constexpr const char * START_SCENE = "scene1"; -static constexpr const char * PREVIEW_SCENE = "scene1"; +static constexpr const char * PREVIEW_SCENE = "preview scene"; static constexpr const char * SHOP_SCENE = "shopmenu"; static constexpr const char * MAINMENU_SCENE = "mainmenu"; //button config diff --git a/game/menus/mainmenu/ITransitionScript.cpp b/game/menus/mainmenu/ITransitionScript.cpp index cd929a0..54b0875 100644 --- a/game/menus/mainmenu/ITransitionScript.cpp +++ b/game/menus/mainmenu/ITransitionScript.cpp @@ -1,6 +1,7 @@ #include "ITransitionScript.h" #include "MainMenuConfig.h" +#include "../../Config.h" #include "../MenusConfig.h" #include <crepe/api/Camera.h> diff --git a/game/menus/shop/ShopMenuScene.cpp b/game/menus/shop/ShopMenuScene.cpp index d1ea81d..5ada0d3 100644 --- a/game/menus/shop/ShopMenuScene.cpp +++ b/game/menus/shop/ShopMenuScene.cpp @@ -6,6 +6,7 @@ #include "../ButtonSubScene.h" #include "../MenusConfig.h" #include "types.h" +#include "../../Config.h" #include <crepe/api/Camera.h> #include <crepe/api/Sprite.h> diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp new file mode 100644 index 0000000..e549210 --- /dev/null +++ b/game/missile/MissilePool.cpp @@ -0,0 +1,16 @@ +#include "MissilePool.h" +#include "MissileSubScene.h" + +#include <crepe/api/Scene.h> + +using namespace std; +using namespace crepe; + +MissilePool::MissilePool(Scene & scn) { + int amount = 0; + MissileSubScene missile; + while (amount < this->MAX_MISSILE_COUNT) { + missile.create(scn); + amount++; + } +} diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h new file mode 100644 index 0000000..296701e --- /dev/null +++ b/game/missile/MissilePool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissilePool { +public: + MissilePool(crepe::Scene & scn); + +private: + static constexpr unsigned int MAX_MISSILE_COUNT = 5; +}; diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp new file mode 100644 index 0000000..6d0e40e --- /dev/null +++ b/game/missile/MissileScript.cpp @@ -0,0 +1,105 @@ +#include "MissileScript.h" +#include "../Config.h" +#include "api/BehaviorScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Transform.h> +#include <crepe/system/CollisionSystem.h> +#include <crepe/types.h> + +#include <cmath> +#include <crepe/api/AI.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/api/Sprite.h> + +using namespace std; +using namespace crepe; + +void MissileScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); + this->seeking_disabled = false; +} +void MissileScript::kill_missile() { + auto animations = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + auto & fly_sound = this->get_components<AudioSource>().front().get(); + auto & this_script = this->get_components<BehaviorScript>().back().get(); + + animations[0].get().active = false; + animations[1].get().active = false; + animations[2].get().active = true; + sprites[0].get().active = false; + sprites[1].get().active = false; + sprites[2].get().active = true; + + this_script.active = false; + this->seeking_disabled = false; + + fly_sound.stop(); +} +void MissileScript::activate() { + auto anim = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + + anim[0].get().active = true; + anim[1].get().active = true; + anim[2].get().stop(); + sprites[0].get().active = true; + sprites[1].get().active = true; + sprites[2].get().active = false; +} + +bool MissileScript::on_collision(const CollisionEvent & ev) { + auto & explosion_sound = this->get_components<AudioSource>().back().get(); + + this->kill_missile(); + explosion_sound.play(); + + return false; +} + +bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) { + return fabs(missile.position.x - player.position.x) <= this->X_RANGE; +} + +void MissileScript::fixed_update(crepe::duration_t dt) { + auto & explosion_anim = this->get_components<Animator>().back().get(); + auto & missile = this->get_component<Transform>(); + auto & m_ai = this->get_component<AI>(); + + const auto & player = this->get_components_by_name<Transform>("player").front().get(); + const auto & cam = this->get_components_by_name<Transform>("camera").front().get(); + const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity; + + if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) { + this->kill_missile(); + return; + } + + // check if animation is at the end + if (explosion_anim.data.row == 7) { + this->activate(); + this->seeking_disabled = false; + } + + if (this->seeking_disabled) { + m_ai.seek_off(); + } else { + m_ai.seek_target = player.position; + m_ai.seek_on(); + + if (is_in_x_range(missile, player)) { + this->seeking_disabled = true; + m_ai.seek_off(); + } + } + + vec2 angle_pos = velocity; + float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI); + + missile.rotation = angle; + missile.position += velocity * dt.count(); +} diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h new file mode 100644 index 0000000..a492e18 --- /dev/null +++ b/game/missile/MissileScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> + +class MissileScript : public crepe::Script { +private: + bool on_collision(const crepe::CollisionEvent & ev); + + bool seeking_disabled; + + // will be used to calculate when ai will be stopped + static constexpr int X_RANGE = 90; + bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player); + void kill_missile(); + void activate(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp new file mode 100644 index 0000000..db49f88 --- /dev/null +++ b/game/missile/MissileSubScene.cpp @@ -0,0 +1,101 @@ +#include "MissileSubScene.h" +#include "../Config.h" +#include "../missile/MissileScript.h" + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> +#include <random> + +using namespace crepe; + +void MissileSubScene::create(crepe::Scene & scn) { + std::random_device rd; + std::mt19937 gen(rd()); + + GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1); + + Asset missle_ss {"asset/obstacles/missile/missile.png"}; + Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"}; + Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"}; + Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"}; + Asset missile_fire {"asset/sfx/missile_launch.ogg"}; + + missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false; + + auto & sound = missle.add_component<AudioSource>(missile_fire); + sound.volume = 0.1; + auto & sound2 = missle.add_component<AudioSource>(explosion_sound); + sound2.volume = 0.1; + + // sprites + auto & missle_sprite = missle.add_component<Sprite>( + missle_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + } + ); + + auto & missle_thruster_sprite = missle.add_component<Sprite>( + missle_thruster_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + .position_offset = {-20, 0}, + } + ); + + auto & missile_explosion_sprite = missle.add_component<Sprite>( + missile_explosion_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 50}, + } + ); + + // Animations + missle.add_component<Animator>( + missle_sprite, ivec2 {32, 32}, uvec2 {4, 1}, + Animator::Data { + .looping = true, + } + ); + + missle.add_component<Animator>( + missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .looping = true, + } + ); + + auto & explosion_anim = missle.add_component<Animator>( + missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1}, + Animator::Data { + .fps = 10, + } + ); + + missile_explosion_sprite.active = false; + explosion_anim.active = false; + + std::uniform_int_distribution<> dist(140, 200); + missle.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = static_cast<float>(dist(gen)), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); + + missle.add_component<CircleCollider>(3); + + auto & missle_ai = missle.add_component<AI>(1000); +} diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h new file mode 100644 index 0000000..9ea422a --- /dev/null +++ b/game/missile/MissileSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class MissileSubScene { +public: + MissileSubScene() = default; + + void create(crepe::Scene & scn); +}; diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp new file mode 100644 index 0000000..03a9b8c --- /dev/null +++ b/game/missile/SpawnEvent.cpp @@ -0,0 +1,47 @@ +#include "SpawnEvent.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <cstdlib> +#include <random> + +using namespace crepe; + +void MissileSpawnEventHandler::init() { + subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool { + return this->on_event(ev); + }); +} + +std::random_device rd; +std::mt19937 gen(rd()); + +bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { + auto missile_sprites = this->get_components_by_name<Sprite>("missile"); + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile"); + auto missile_audiosources = this->get_components_by_name<AudioSource>("missile"); + auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get(); + + for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) { + auto & script = missile_behaviorscripts[i].get(); + if (script.active) continue; + script.active = true; + + missile_audiosources[i * 2].get().play(); + + auto & transform = missile_transforms[i].get(); + transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; + std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE); + transform.position.y = dist(gen); + + break; + } + + return false; +} diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h new file mode 100644 index 0000000..ce301fd --- /dev/null +++ b/game/missile/SpawnEvent.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +#include "../Config.h" + +struct MissileSpawnEvent : public crepe::Event {}; + +class MissileSpawnEventHandler : public crepe::Script { +private: + static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8; + static constexpr int RANGE = GAME_HEIGHT / 4; + static constexpr int MIN_RANGE = -RANGE; + static constexpr int MAX_RANGE = RANGE; + +public: + void init(); + bool on_event(const MissileSpawnEvent & ev); +}; diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..5285ec8 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,11 @@ +#include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { + PlayerBulletSubScene bullet; + int amount = 0; + while (amount < this->MAXIMUM_AMOUNT) { + amount = bullet.create(scn, amount); + } +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..9618d54 --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,11 @@ +#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..a76b7eb --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,41 @@ + +#include <crepe/api/Camera.h> +#include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.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(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + transform.rotation += bullet_body.data.angular_velocity; + 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) { + this->despawn_bullet(); + } +} + +void PlayerBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); + bullet_body.active = false; + BehaviorScript & bullet_script = this->get_component<BehaviorScript>(); + bullet_script.active = false; + transform.position = {0, -850}; +} + +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { + this->despawn_bullet(); + return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..0637790 --- /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..2d237de --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <string> + +#include "../Config.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include "PlayerBulletScript.h" +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn, int counter) { + string unique_name = "player_bullet_" + to_string(counter++); + GameObject player_bullet + = scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + + Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2 {400, 0}, + .angular_velocity = 10, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_ENEMY,COLL_LAY_ZAPPER}, + + .collision_layer = COLL_LAY_PLAYER_BULLET, + + }); + player_bullet_body.active = false; + BoxCollider & player_bullet_collider + = player_bullet.add_component<BoxCollider>(vec2(30, 30)); + + Asset player_bullet_asset {"asset/other_effects/crepe.png"}; + Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( + player_bullet_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(30, 0), + } + ); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active + = false; + return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..72eda62 --- /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, int counter); +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index d45a519..57819c0 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,9 +1,10 @@ #include "PlayerScript.h" #include "../Config.h" - +#include "../enemy/BattleScript.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.h> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Transform.h> @@ -16,8 +17,8 @@ void PlayerScript::init() { subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); + this->last_fired = std::chrono::steady_clock::now(); } - 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(); @@ -59,7 +60,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile") { + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); @@ -92,6 +94,15 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + if (this->get_key_state(Keycode::ENTER)) { + + auto now = std::chrono::steady_clock::now(); + std::chrono::duration<float> elapsed = now - last_fired; + if (elapsed > shot_delay) { + this->shoot(transform.position, 0); + last_fired = now; + } + } 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) { @@ -139,3 +150,26 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } } } + +void PlayerScript::shoot(const vec2 & location, float angle) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("player_bullet"); + + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { + + 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_body.active = true; + BehaviorScript & bullet_script + = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id) + .front(); + bullet_script.active = true; + return; + } + } +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..e7d860a 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,8 +1,8 @@ #pragma once +#include <chrono> #include <crepe/api/Event.h> #include <crepe/api/Script.h> - class PlayerScript : public crepe::Script { public: void init(); @@ -10,8 +10,13 @@ public: 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; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); + int current_jetpack_sound = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index f136605..c4d689a 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -149,7 +149,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .body_type = Rigidbody::BodyType::DYNAMIC, .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; diff --git a/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt new file mode 100644 index 0000000..6c36ef2 --- /dev/null +++ b/game/prefab/CMakeLists.txt @@ -0,0 +1,6 @@ +target_sources(main PUBLIC + ZapperObject.cpp + ZapperPoolSubScene.cpp + ZapperPoolScript.cpp +) + diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp new file mode 100644 index 0000000..24bbbd2 --- /dev/null +++ b/game/prefab/ZapperObject.cpp @@ -0,0 +1,118 @@ +#include <crepe/api/Transform.h> + +#include "Config.h" +#include "ZapperObject.h" + +using namespace crepe; + +ZapperObject::ZapperObject(crepe::GameObject && base) + : GameObject(std::move(base)), + sprite { + .orb_start = add_component<Sprite>( + Asset {"asset/obstacles/zapper/orbAnim.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(0, 50) * SCALE, + } + ), + .orb_end = add_component<Sprite>( + sprite.orb_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 1, + .size = vec2(0, 50) * SCALE, + } + ), + .glow_start = add_component<Sprite>( + Asset {"asset/obstacles/zapper/regular_zappers/glow.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = -1, + .size = vec2(128, 128) * SCALE, + } + ), + .glow_end = add_component<Sprite>( + sprite.glow_start.source, + Sprite::Data { + .flip = {true, true}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = -1, + .size = vec2(128, 128) * SCALE, + } + ), + .beam = add_component<Sprite>( + Asset {"asset/obstacles/zapper/regular_zappers/zapEffect.png"}, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .order_in_layer = 0, + .size = vec2(0, 40 * SCALE), + .angle_offset = 90, + } + ), + }, + animator { + .orb_start = add_component<Animator>( + sprite.orb_start, ivec2(62, 42), uvec2(4, 1), + Animator::Data { + .fps = 10, + .looping = true, + } + ), + .orb_end = add_component<Animator>( + sprite.orb_end, ivec2(62, 42), uvec2(4, 1), animator.orb_start.data + ), + .glow_start = add_component<Animator>( + sprite.glow_start, ivec2(128, 128), uvec2(16, 1), + Animator::Data { + .fps = 30, + .looping = true, + } + ), + .glow_end = add_component<Animator>( + sprite.glow_end, ivec2(128, 128), uvec2(16, 1), animator.glow_start.data + ), + }, + body {add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .kinematic_collision = false, + .collision_layer = COLL_LAY_ZAPPER, + })}, + collider {add_component<BoxCollider>(vec2(0, 0))} { + this->set_active(false); +} + +void ZapperObject::place(const crepe::vec2 & position, float rotation, float length) { + this->transform.position = position; + this->transform.rotation = rotation; + + vec2 offset = vec2(0, 1) * length / 2; + + this->sprite.orb_start.data.position_offset = offset; + this->sprite.glow_start.data.position_offset = offset; + this->sprite.orb_end.data.position_offset = -offset; + this->sprite.glow_end.data.position_offset = -offset; + + this->sprite.beam.data.size.x = length; + + this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE; +} + +void ZapperObject::set_active(bool active) { + this->sprite.orb_start.active = active; + this->sprite.orb_end.active = active; + this->sprite.glow_start.active = active; + this->sprite.glow_end.active = active; + this->sprite.beam.active = active; + + this->animator.orb_start.active = active; + this->animator.orb_end.active = active; + this->animator.glow_start.active = active; + this->animator.glow_end.active = active; + + this->body.active = active; + this->collider.active = active; + + this->active = active; +} diff --git a/game/prefab/ZapperObject.h b/game/prefab/ZapperObject.h new file mode 100644 index 0000000..42edc51 --- /dev/null +++ b/game/prefab/ZapperObject.h @@ -0,0 +1,40 @@ +#pragma once + +#include <crepe/api/Animator.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> + +class ZapperObject : public crepe::GameObject { +public: + ZapperObject(crepe::GameObject &&); + +public: + bool active = true; + + struct { + crepe::Sprite & orb_start; + crepe::Sprite & orb_end; + crepe::Sprite & glow_start; + crepe::Sprite & glow_end; + crepe::Sprite & beam; + } sprite; + + struct { + crepe::Animator & orb_start; + crepe::Animator & orb_end; + crepe::Animator & glow_start; + crepe::Animator & glow_end; + } animator; + + crepe::Rigidbody & body; + crepe::BoxCollider & collider; + +private: + static constexpr float SCALE = 0.8; + +public: + void place(const crepe::vec2 & position, float rotation, float length); + void set_active(bool active); +}; diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp new file mode 100644 index 0000000..b832ddd --- /dev/null +++ b/game/prefab/ZapperPoolScript.cpp @@ -0,0 +1,70 @@ +#include <crepe/api/Camera.h> + +#include "../Config.h" +#include "../Random.h" + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" +#include "util/OptionalRef.h" + +using namespace crepe; +using namespace std; + +ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {} + +void ZapperPoolScript::init() { + subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) { + this->spawn_random(); + return true; + }); + + camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back(); + camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back(); +} + +void ZapperPoolScript::fixed_update(crepe::duration_t) { + float threshold + = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN; + for (ZapperObject & zapper : this->pool) { + if (!zapper.active) continue; + + if (zapper.transform.position.x < threshold) zapper.set_active(false); + } +} + +void ZapperPoolScript::spawn_random() { + OptionalRef<ZapperObject> zapper = this->get_next_zapper(); + if (!zapper) return; // pool exhausted + + bool horizontal = Random::b(); + vec2 pos; + float rotation, length; + pos.x + = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN; + + if (horizontal) { + rotation = 90; + length = Random::f(400, 200); + pos.y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT; + // align zapper to right edge of camera + pos.x -= MAX_LENGTH - (length / 2); + } else { + rotation = 0; + length = Random::f(200, 75); + // ensure zapper doesn't crash into ceiling or floor + pos.y = Random::f(0.5, -0.5) * (HALLWAY_HEIGHT - length); + // align zapper to right edge of camera + pos.x -= MAX_LENGTH; + } + + zapper->place(pos, rotation, length); + zapper->set_active(true); +} + +OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() { + for (ZapperObject & zapper : this->pool) { + if (zapper.active) continue; + return zapper; + } + return {}; +} diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h new file mode 100644 index 0000000..2208c80 --- /dev/null +++ b/game/prefab/ZapperPoolScript.h @@ -0,0 +1,33 @@ +#pragma once + +#include <crepe/api/Script.h> + +#include "ZapperObject.h" +#include "util/OptionalRef.h" + +class ZapperPoolSubScene; + +class ZapperPoolScript : public crepe::Script { +public: + ZapperPoolScript(std::vector<ZapperObject> && pool); + + void init(); + void fixed_update(crepe::duration_t); + + unsigned i = 0; + +private: + std::vector<ZapperObject> pool; + +private: + crepe::OptionalRef<crepe::Transform> camera_transform; + crepe::OptionalRef<crepe::Camera> camera_camera; + crepe::OptionalRef<ZapperObject> get_next_zapper(); + +private: + void spawn_random(); + +private: + static constexpr float MAX_LENGTH = 400; + static constexpr float OFFSCREEN_MARGIN = 50 + MAX_LENGTH; +}; diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp new file mode 100644 index 0000000..a52aa75 --- /dev/null +++ b/game/prefab/ZapperPoolSubScene.cpp @@ -0,0 +1,17 @@ +#include <crepe/api/BehaviorScript.h> + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" + +using namespace crepe; +using namespace std; + +ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene) + : controller {scene.new_object("controller")} { + + vector<ZapperObject> pool; + for (size_t i = 0; i < this->POOL_SIZE; i++) + pool.emplace_back(scene.new_object("zapper", "zapper")); + BehaviorScript & behavior = this->controller.add_component<BehaviorScript>(); + behavior.set_script<ZapperPoolScript>(std::move(pool)); +} diff --git a/game/prefab/ZapperPoolSubScene.h b/game/prefab/ZapperPoolSubScene.h new file mode 100644 index 0000000..6f6e297 --- /dev/null +++ b/game/prefab/ZapperPoolSubScene.h @@ -0,0 +1,19 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/util/OptionalRef.h> + +class CreateZapperEvent : public crepe::Event {}; + +class ZapperPoolSubScene { +public: + ZapperPoolSubScene(crepe::Scene & scene); + +private: + crepe::GameObject controller; + +private: + static constexpr size_t POOL_SIZE = 4; +}; diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp new file mode 100644 index 0000000..c4148f2 --- /dev/null +++ b/game/preview/NpcScript.cpp @@ -0,0 +1,32 @@ +#include "NpcScript.h" + +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> + +using namespace std; +using namespace crepe; + +void NpcScript::init() {} +void NpcScript::fixed_update(duration_t dt) { + auto & rb = this->get_component<Rigidbody>(); + auto & npc = this->get_component<Sprite>(); + auto & transform = this->get_component<Transform>(); + + if (transform.position.x < -990) { + rb.data.linear_velocity.x *= -1; + } + if (transform.position.x > 990) { + rb.data.linear_velocity.x *= -1; + } + + if (rb.data.linear_velocity.x < 0) { + npc.data.flip = {true, false}; + } else { + npc.data.flip = {false, false}; + } + + auto & savemgr = this->get_save_manager(); + savemgr.set("npc_x", transform.position.x); + savemgr.set("npc_y", transform.position.y); +} diff --git a/game/preview/NpcScript.h b/game/preview/NpcScript.h new file mode 100644 index 0000000..8d856fd --- /dev/null +++ b/game/preview/NpcScript.h @@ -0,0 +1,11 @@ + +#include <crepe/api/Script.h> + +class NpcScript : public crepe::Script { + +private: + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/preview/NpcSubScene.cpp b/game/preview/NpcSubScene.cpp new file mode 100644 index 0000000..bd6cfb2 --- /dev/null +++ b/game/preview/NpcSubScene.cpp @@ -0,0 +1,69 @@ + + +#include "NpcSubScene.h" + +#include "../Config.h" +#include "NpcScript.h" + +#include <crepe/ValueBroker.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; + +NpcSubScene::NpcSubScene(Scene & scn) { + auto & savemgr = scn.get_save_manager(); + ValueBroker npc_x = savemgr.get<float>("npc_x", 500); + ValueBroker npc_y = savemgr.get<float>("npc_y", 0); + + GameObject npc = scn.new_object("npc", "npc_tag", vec2 {npc_x.get(), npc_y.get()}, 0, 1); + Asset npc_body {"asset/workers/worker1Body.png"}; + Asset npc_head {"asset/workers/worker1Head.png"}; + + auto & npc_body_sprite = npc.add_component<Sprite>( + npc_body, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + } + ); + auto & npc_head_sprite = npc.add_component<Sprite>( + npc_head, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + .position_offset = {0, -20}, + } + ); + + npc.add_component<Animator>( + npc_body_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<Animator>( + npc_head_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<BoxCollider>(vec2 {50, 50}); + + npc.add_component<Rigidbody>(Rigidbody::Data { + .mass = 10, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {-50, 0}, + //.max_linear_velocity = 40, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER}, + .collision_layer = COLL_LAY_PLAYER, + }); + + npc.add_component<BehaviorScript>().set_script<NpcScript>(); +} diff --git a/game/preview/NpcSubScene.h b/game/preview/NpcSubScene.h new file mode 100644 index 0000000..a226195 --- /dev/null +++ b/game/preview/NpcSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class NpcSubScene { +public: + NpcSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp new file mode 100644 index 0000000..2657b8d --- /dev/null +++ b/game/preview/PrevPlayerScript.cpp @@ -0,0 +1,132 @@ +#include "PrevPlayerScript.h" + +#include "../missile/SpawnEvent.h" +#include "api/Transform.h" +#include <crepe/api/AudioSource.h> +#include <crepe/api/Camera.h> +#include <crepe/manager/SaveManager.h> +#include <iostream> +#include <ostream> + +using namespace crepe; + +bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) { + switch (ev.key) { + case Keycode::A: + this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed; + this->body->data.flip = {true, false}; + this->head->data.flip = {true, false}; + break; + case Keycode::D: + this->get_component<Rigidbody>().data.linear_velocity.x = move_speed; + this->body->data.flip = {false, false}; + this->head->data.flip = {false, false}; + break; + + case Keycode::SPACE: + this->get_component<Rigidbody>().data.linear_velocity.y = -move_speed; + break; + case Keycode::D0: + this->body_anim->set_anim(0); + this->head_anim->set_anim(0); + break; + case Keycode::D1: + this->body_anim->set_anim(1); + this->head_anim->set_anim(1); + break; + case Keycode::D2: + this->body_anim->set_anim(2); + this->head_anim->set_anim(2); + break; + case Keycode::D3: + this->body_anim->set_anim(3); + this->head_anim->set_anim(3); + break; + case Keycode::D4: + this->body_anim->set_anim(4); + this->head_anim->set_anim(4); + break; + case Keycode::D5: + this->body_anim->set_anim(5); + this->head_anim->set_anim(5); + break; + case Keycode::D6: + this->body_anim->set_anim(6); + this->head_anim->set_anim(6); + break; + case Keycode::D7: + this->body_anim->set_anim(7); + this->head_anim->set_anim(7); + break; + case Keycode::LEFT: + this->head->data.angle_offset -= 1; + break; + case Keycode::RIGHT: + this->head->data.angle_offset += 1; + break; + case Keycode::UP: + this->head->data.scale_offset += 0.1; + break; + case Keycode::DOWN: + this->head->data.scale_offset -= 0.1; + break; + case Keycode::P: + this->get_component<AudioSource>().play(); + break; + case Keycode::Q: + this->get_components_by_name<Camera>("camera").front().get().data.zoom -= 0.01; + break; + case Keycode::E: + this->get_components_by_name<Camera>("camera").front().get().data.zoom += 0.01; + break; + case Keycode::J: + this->get_components_by_name<Transform>("camera").front().get().position.x + -= move_speed; + break; + case Keycode::K: + this->get_components_by_name<Transform>("camera").front().get().position.y + -= move_speed; + break; + case Keycode::L: + this->get_components_by_name<Transform>("camera").front().get().position.x + += move_speed; + break; + case Keycode::I: + this->get_components_by_name<Transform>("camera").front().get().position.y + += move_speed; + break; + case Keycode::M: + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + break; + //todo + case Keycode::PAGE_UP: + case Keycode::PAGE_DOWN: + case Keycode::HOME: + break; + default: + break; + } + return false; +} + +void PrevPlayerScript::init() { + auto animations = this->get_components<Animator>(); + body_anim = animations[0]; + head_anim = animations[1]; + + auto sprites = this->get_components<Sprite>(); + body = sprites[0]; + head = sprites[1]; + + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->key_pressed(ev); + }); +}; + +void PrevPlayerScript::fixed_update(crepe::duration_t dt) { + auto & savemgr = this->get_save_manager(); + const auto & pos = this->get_component<Transform>().position; + + savemgr.set("player_x", pos.x); + savemgr.set("player_y", pos.y); +}; diff --git a/game/preview/PrevPlayerScript.h b/game/preview/PrevPlayerScript.h new file mode 100644 index 0000000..cc3184e --- /dev/null +++ b/game/preview/PrevPlayerScript.h @@ -0,0 +1,23 @@ + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <crepe/util/OptionalRef.h> + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> + +class PrevPlayerScript : public crepe::Script { +private: + crepe::OptionalRef<crepe::Animator> head_anim; + crepe::OptionalRef<crepe::Animator> body_anim; + crepe::OptionalRef<crepe::Sprite> head; + crepe::OptionalRef<crepe::Sprite> body; + +private: + float move_speed = 100; + +private: + void init(); + void fixed_update(crepe::duration_t dt); + bool key_pressed(const crepe::KeyPressEvent & ev); +}; diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp new file mode 100644 index 0000000..b59a0af --- /dev/null +++ b/game/preview/PrevPlayerSubScene.cpp @@ -0,0 +1,86 @@ + +#include "PrevPlayerSubScene.h" + +#include "../Config.h" +#include "PrevPlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> + +using namespace crepe; + +PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) { + auto & savemgr = scn.get_save_manager(); + + ValueBroker player_x = savemgr.get<float>("player_x", 500); + ValueBroker player_y = savemgr.get<float>("player_y", -100); + + GameObject player + = scn.new_object("player", "TAG", vec2 {player_x.get(), player_y.get()}, 0, 1); + Asset player_body_asset {"asset/barry/defaultBody.png"}; + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + player.add_component<Animator>( + player_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_head_asset {"asset/barry/defaultHead.png"}; + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + player.add_component<Animator>( + player_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & player_jetpack_sprite = player.add_component<Sprite>( + player_jetpack_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(-20, 0), + } + ); + player_jetpack_sprite.active = false; + player.add_component<Animator>( + player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(100, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BoxCollider>(vec2(50, 50)); + player.add_component<BehaviorScript>().set_script<PrevPlayerScript>(); +} diff --git a/game/preview/PrevPlayerSubScene.h b/game/preview/PrevPlayerSubScene.h new file mode 100644 index 0000000..a61f341 --- /dev/null +++ b/game/preview/PrevPlayerSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PrevPlayerSubScene { +public: + PrevPlayerSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/SmokeSubScene.cpp b/game/preview/SmokeSubScene.cpp new file mode 100644 index 0000000..e363f95 --- /dev/null +++ b/game/preview/SmokeSubScene.cpp @@ -0,0 +1,37 @@ + +#include "SmokeSubScene.h" + +#include "../Config.h" + +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; + +SmokeSubScene::SmokeSubScene(Scene & scn) { + GameObject smoke = scn.new_object("smoke_particle", "TAG", vec2 {500, -210}, 0, 1); + + Asset smoke_ss {"asset/particles/smoke.png"}; + + auto & smoke_sprite = smoke.add_component<Sprite>( + smoke_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .size = {0, 30}, + } + ); + + smoke.add_component<ParticleEmitter>( + smoke_sprite, + ParticleEmitter::Data { + .offset = {0, -60}, + .max_particles = 10, + .emission_rate = 25, + .min_angle = 60, + .max_angle = 120, + .begin_lifespan = 1, + .end_lifespan = 2, + } + ); +} diff --git a/game/preview/SmokeSubScene.h b/game/preview/SmokeSubScene.h new file mode 100644 index 0000000..93d8a2d --- /dev/null +++ b/game/preview/SmokeSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class SmokeSubScene { +public: + SmokeSubScene(crepe::Scene & scn); +}; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp new file mode 100644 index 0000000..02d84c1 --- /dev/null +++ b/game/scheduler/ObjectsScheduler.cpp @@ -0,0 +1,58 @@ + + +#include "ObjectsScheduler.h" + +#include "../Random.h" +#include "../Config.h" +#include "../missile/SpawnEvent.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "enemy/BattleScript.h" +#include "prefab/ZapperPoolSubScene.h" + +using namespace crepe; +void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } +void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } +void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); } +void ObjectsScheduler::preset_3() {} +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}); +} + +bool ObjectsScheduler::boss_fight_1_event() { + this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = PLAYER_SPEED * 0.02; + this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x = PLAYER_SPEED * 0.02; + return false; +} + +void ObjectsScheduler::init() { + this->obstacles.push_back([this]() { preset_0(); }); + this->obstacles.push_back([this]() { preset_1(); }); + this->obstacles.push_back([this]() { preset_2(); }); + + this->obstacles.push_back([this]() { boss_fight_1(); }); + + // subscribe to battlewonevent + this->subscribe<BattleWonEvent>([this](const BattleWonEvent & ev) -> bool { + return this->boss_fight_1_event(); + }); +} + +void ObjectsScheduler::fixed_update(duration_t dt) { + int pos_x + = (int) this->get_components_by_name<Transform>("camera").front().get().position.x; + + int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval; + if (boss_check > this->last_boss_check) { + this->obstacles.back()(); + this->last_boss_check = boss_check; + } + int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval; + if (obstacle_check > this->last_obstacle_check) { + this->obstacles[Random::i(this->obstacles.size() - 1, 0)](); + this->last_obstacle_check = obstacle_check; + } +} diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h new file mode 100644 index 0000000..56d72cb --- /dev/null +++ b/game/scheduler/ObjectsScheduler.h @@ -0,0 +1,36 @@ +#pragma once + + + +#include "api/Script.h" +#include <functional> +#include <vector> + + +class ObjectsScheduler : public crepe::Script { + +private: + std::vector<std::function<void()>> obstacles; + + int last_boss_check = 0; + int last_obstacle_check = 0; + + int boss_fight_interval = 5000; + int obstacle_interval = 350; + int start_offset = 1300; + +private: + void preset_0(); + void preset_1(); + void preset_2(); + void preset_3(); + void preset_4(); + void boss_fight_1(); + + bool boss_fight_1_event(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); + +}; diff --git a/game/util/scrollgen b/game/util/scrollgen new file mode 100755 index 0000000..0389107 --- /dev/null +++ b/game/util/scrollgen @@ -0,0 +1,36 @@ +#!/bin/sh +INPUT="$1" +FRAMES="$2" + +die() { + echo "$@" + exit 1 +} +check_command() { + cmd="$1" + command -v "$cmd" > /dev/null || die "command '$cmd' not found" +} + +check_command magick +check_command identify +[ "$#" -eq 2 ] || die "usage: $0 <input image> <frame count>" +[ -e "$INPUT" ] || die "file not found: $INPUT" +[ "$FRAMES" -gt 0 ] || die "invalid frame count: $FRAMES" + +tile_width=$(identify -format "%w" "$INPUT") +tile_height=$(identify -format "%h" "$INPUT") + +OUTPUT="$INPUT.scroll.png" +magick -size "${tile_width}x$(( $tile_height * $FRAMES ))" 'xc:#ff00ff00' "$OUTPUT" + +for i in $(seq 0 $(( $FRAMES - 1 ))); do + offset_x=$(( $tile_width * $i / $FRAMES )) + offset_y=$(( i * $tile_height )) + + magick "$OUTPUT" "$INPUT" -geometry "+${offset_x}+${offset_y}" -composite "$OUTPUT" + magick "$OUTPUT" "$INPUT" -geometry "+$(( $offset_x - $tile_width ))+${offset_y}" -composite "$OUTPUT" + echo "+${offset_x}+${offset_y}" +done + +# magick -size ${total_width}x${sprite_height} xc:none canvas.png + diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp index deaf0ee..625044d 100644 --- a/game/workers/CollisionScript.cpp +++ b/game/workers/CollisionScript.cpp @@ -49,7 +49,7 @@ bool CollisionScript::on_collision(const CollisionEvent & ev) { bs_panic.active = false; return false; - } else if (ev.info.other.metadata.tag == "missile") { + } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = false; anim.set_anim(3); diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index 42ccfd4..4344f15 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -5,6 +5,9 @@ namespace crepe { +/** + * \brief Base collider class + */ class Collider : public Component { public: Collider(game_object_id_t id, const vec2 & offset); diff --git a/src/crepe/api/Components.h b/src/crepe/api/Components.h new file mode 100644 index 0000000..fa0663d --- /dev/null +++ b/src/crepe/api/Components.h @@ -0,0 +1,16 @@ +#pragma once + +#include "AI.h" +#include "Animator.h" +#include "AudioSource.h" +#include "BehaviorScript.h" +#include "BoxCollider.h" +#include "Button.h" +#include "Camera.h" +#include "CircleCollider.h" +#include "Metadata.h" +#include "ParticleEmitter.h" +#include "Rigidbody.h" +#include "Sprite.h" +#include "Text.h" +#include "Transform.h" diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 9c226a3..7475528 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -60,7 +60,8 @@ struct Config final { struct { //! default screen size in pixels ivec2 default_size = {1280, 720}; - std::string window_title = "Jetpack joyride clone"; + //! default window title + std::string window_title = "crepe window"; } window_settings; //! Asset loading options diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h index 52e1bb6..6613641 100644 --- a/src/crepe/api/Vector2.h +++ b/src/crepe/api/Vector2.h @@ -1,5 +1,7 @@ #pragma once +#include <format> + namespace crepe { //! 2D vector @@ -11,55 +13,55 @@ struct Vector2 { T y = 0; //! Subtracts another vector from this vector and returns the result. - Vector2 operator-(const Vector2<T> & other) const; + Vector2<T> operator-(const Vector2<T> & other) const; //! Subtracts a scalar value from both components of this vector and returns the result. - Vector2 operator-(T scalar) const; + Vector2<T> operator-(T scalar) const; //! Adds another vector to this vector and returns the result. - Vector2 operator+(const Vector2<T> & other) const; + Vector2<T> operator+(const Vector2<T> & other) const; //! Adds a scalar value to both components of this vector and returns the result. - Vector2 operator+(T scalar) const; + Vector2<T> operator+(T scalar) const; //! Multiplies this vector by another vector element-wise and returns the result. - Vector2 operator*(const Vector2<T> & other) const; + Vector2<T> operator*(const Vector2<T> & other) const; //! Multiplies this vector by a scalar and returns the result. - Vector2 operator*(T scalar) const; + Vector2<T> operator*(T scalar) const; //! Divides this vector by another vector element-wise and returns the result. - Vector2 operator/(const Vector2<T> & other) const; + Vector2<T> operator/(const Vector2<T> & other) const; //! Divides this vector by a scalar and returns the result. - Vector2 operator/(T scalar) const; + Vector2<T> operator/(T scalar) const; //! Adds another vector to this vector and updates this vector. - Vector2 & operator+=(const Vector2<T> & other); + Vector2<T> & operator+=(const Vector2<T> & other); //! Adds a scalar value to both components of this vector and updates this vector. - Vector2 & operator+=(T other); + Vector2<T> & operator+=(T other); //! Subtracts another vector from this vector and updates this vector. - Vector2 & operator-=(const Vector2<T> & other); + Vector2<T> & operator-=(const Vector2<T> & other); //! Subtracts a scalar value from both components of this vector and updates this vector. - Vector2 & operator-=(T other); + Vector2<T> & operator-=(T other); //! Multiplies this vector by another vector element-wise and updates this vector. - Vector2 & operator*=(const Vector2<T> & other); + Vector2<T> & operator*=(const Vector2<T> & other); //! Multiplies this vector by a scalar and updates this vector. - Vector2 & operator*=(T other); + Vector2<T> & operator*=(T other); //! Divides this vector by another vector element-wise and updates this vector. - Vector2 & operator/=(const Vector2<T> & other); + Vector2<T> & operator/=(const Vector2<T> & other); //! Divides this vector by a scalar and updates this vector. - Vector2 & operator/=(T other); + Vector2<T> & operator/=(T other); //! Returns the negation of this vector. - Vector2 operator-() const; + Vector2<T> operator-() const; //! Checks if this vector is equal to another vector. bool operator==(const Vector2<T> & other) const; @@ -89,12 +91,20 @@ struct Vector2 { T distance_squared(const Vector2<T> & other) const; //! Returns the perpendicular vector to this vector. - Vector2 perpendicular() const; + Vector2<T> perpendicular() const; //! Checks if both components of the vector are NaN. bool is_nan() const; + + //! Rotate this vector clockwise by \c deg degrees + Vector2<T> rotate(float deg) const; }; } // namespace crepe +template <typename T> +struct std::formatter<crepe::Vector2<T>> : std::formatter<std::string> { + format_context::iterator format(crepe::Vector2<T> vec, format_context & ctx) const; +}; + #include "Vector2.hpp" diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp index e195760..30441d2 100644 --- a/src/crepe/api/Vector2.hpp +++ b/src/crepe/api/Vector2.hpp @@ -168,4 +168,19 @@ bool Vector2<T>::is_nan() const { return std::isnan(x) && std::isnan(y); } +template <class T> +Vector2<T> Vector2<T>::rotate(float deg) const { + float rad = -deg / 180 * M_PI; + return { + x * std::cos(rad) - y * std::sin(rad), + x * std::sin(rad) + y * std::cos(rad), + }; +} + } // namespace crepe + +template <typename T> +std::format_context::iterator +std::formatter<crepe::Vector2<T>>::format(crepe::Vector2<T> vec, format_context & ctx) const { + return formatter<string>::format(std::format("{{{}, {}}}", vec.x, vec.y), ctx); +} diff --git a/src/test/Vector2Test.cpp b/src/test/Vector2Test.cpp index 1e21af9..b17f95a 100644 --- a/src/test/Vector2Test.cpp +++ b/src/test/Vector2Test.cpp @@ -1,6 +1,7 @@ #include <gtest/gtest.h> #include <crepe/api/Vector2.h> +#include <crepe/types.h> using namespace crepe; @@ -530,3 +531,12 @@ TEST_F(Vector2Test, Perpendicular) { EXPECT_FLOAT_EQ(result4.x, -4.0f); EXPECT_FLOAT_EQ(result4.y, 3.0f); } + +TEST_F(Vector2Test, Rotate) { + vec2 foo {0, 1}; + + foo = foo.rotate(90); + const float GOOD_ENOUGH = 0.001; + EXPECT_NEAR(foo.x, 1, GOOD_ENOUGH); + EXPECT_NEAR(foo.y, 0, GOOD_ENOUGH); +} |