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-rw-r--r--game/enemy/BattleScript.cpp4
-rw-r--r--game/enemy/EnemyBulletSubScene.cpp2
-rw-r--r--game/enemy/EnemyScript.cpp28
-rw-r--r--game/enemy/EnemyScript.h1
-rw-r--r--game/enemy/EnemySubScene.cpp4
-rw-r--r--game/main.cpp2
-rw-r--r--game/scheduler/ObjectsScheduler.cpp20
7 files changed, 29 insertions, 32 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
index 2d1e143..cfffcb3 100644
--- a/game/enemy/BattleScript.cpp
+++ b/game/enemy/BattleScript.cpp
@@ -40,10 +40,10 @@ void BattleScript::spawn_enemies(int amount) {
RefVector<BehaviorScript> enemy_scripts
= this->get_components_by_tag<BehaviorScript>("enemy");
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;
+ if (script.active == true) continue;
script.active = true;
this->queue_event<SpawnEnemyEvent>(
SpawnEnemyEvent {
diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp
index eb43f0a..c0e94e0 100644
--- a/game/enemy/EnemyBulletSubScene.cpp
+++ b/game/enemy/EnemyBulletSubScene.cpp
@@ -29,7 +29,7 @@ int EnemyBulletSubScene::create(Scene & scn, int counter) {
.body_type = Rigidbody::BodyType::KINEMATIC,
.linear_velocity = vec2 {-400, 0},
.kinematic_collision = false,
- .collision_layers = {COLL_LAY_BOT_TOP,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;
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 2382847..8804f50 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -2,18 +2,17 @@
#include "../Config.h"
#include "../Random.h"
#include "EnemyConfig.h"
+#include "api/Color.h"
+#include "api/Sprite.h"
#include <crepe/api/AI.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>
#include <crepe/api/Sprite.h>
+#include <crepe/api/Transform.h>
#include <crepe/types.h>
-#include "../Random.h"
-#include "api/Color.h"
-#include "api/Sprite.h"
#include <random>
using namespace crepe;
using namespace std;
@@ -43,11 +42,10 @@ void EnemyScript::fixed_update(duration_t dt) {
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);
- Rigidbody& player_body = this->get_components_by_tag<Rigidbody>("player").front();
+ Rigidbody & player_body = this->get_components_by_tag<Rigidbody>("player").front();
// move path nodes
for (vec2 & path_node : ai_component.path) {
path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count();
@@ -63,7 +61,7 @@ void EnemyScript::fixed_update(duration_t dt) {
}
std::chrono::duration<float> elapsed_hit = now - last_hit;
//hit blink timer
- if(elapsed_hit > blink_time){
+ if (elapsed_hit > blink_time) {
set_hit_blink(false);
}
}
@@ -92,10 +90,10 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
return false;
}
-void EnemyScript::set_hit_blink(bool status){
+void EnemyScript::set_hit_blink(bool status) {
RefVector<Sprite> sprites = this->get_components<Sprite>();
- for(Sprite& sprite : sprites){
- if(status){
+ for (Sprite & sprite : sprites) {
+ if (status) {
sprite.data.color = Color::RED;
continue;
}
@@ -109,13 +107,12 @@ bool EnemyScript::on_collide(const CollisionEvent & e) {
last_hit = std::chrono::steady_clock::now();
//Sprite& sprite;
set_hit_blink(true);
-
}
- if(health <= 0){
+ if (health <= 0) {
this->despawn_enemy();
}
//body_animator.play();
-
+
return false;
}
@@ -153,9 +150,8 @@ void EnemyScript::shoot(const vec2 & location) {
}
}
-void EnemyScript::create_tank(){
+void EnemyScript::create_tank() {
RefVector<Sprite> sprites = this->get_components<Sprite>();
- Sprite& tank_body = sprites[2];
+ Sprite & tank_body = sprites[2];
tank_body.active = true;
-
}
diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h
index 24799a5..2bd9742 100644
--- a/game/enemy/EnemyScript.h
+++ b/game/enemy/EnemyScript.h
@@ -20,6 +20,7 @@ public:
void create_tank();
void create_soldier();
void set_hit_blink(bool status);
+
private:
std::random_device rd;
std::default_random_engine engine;
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp
index edc537f..fe9fd63 100644
--- a/game/enemy/EnemySubScene.cpp
+++ b/game/enemy/EnemySubScene.cpp
@@ -74,7 +74,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
.looping = true,
}
);
- // tanky body
+ // 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>(
@@ -121,7 +121,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) {
}
);
//gun
- Asset enemy_pistol_asset{"asset/workers/gun.png"};
+ Asset enemy_pistol_asset {"asset/workers/gun.png"};
Sprite & enemy_pistol_sprite = enemy.add_component<Sprite>(
enemy_pistol_asset,
Sprite::Data {
diff --git a/game/main.cpp b/game/main.cpp
index a34121e..751cbe5 100644
--- a/game/main.cpp
+++ b/game/main.cpp
@@ -17,7 +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/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
index a802806..8415ef8 100644
--- a/game/scheduler/ObjectsScheduler.cpp
+++ b/game/scheduler/ObjectsScheduler.cpp
@@ -4,8 +4,8 @@
#include "../Config.h"
#include "../Random.h"
-#include "../missile/SpawnEvent.h"
#include "../enemy/EnemyScript.h"
+#include "../missile/SpawnEvent.h"
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "enemy/BattleScript.h"
@@ -16,23 +16,23 @@ void ObjectsScheduler::preset_0() {
trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
this->trigger_event<BattleStartEvent>(BattleStartEvent {
- .num_enemies = Random::i(3,1),
+ .num_enemies = Random::i(3, 1),
.battle = false,
});
}
-void ObjectsScheduler::preset_1() {
- trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+void ObjectsScheduler::preset_1() {
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
this->trigger_event<BattleStartEvent>(BattleStartEvent {
- .num_enemies = Random::i(4,1),
+ .num_enemies = Random::i(4, 1),
.battle = false,
- });
+ });
}
-void ObjectsScheduler::preset_2() {
+void ObjectsScheduler::preset_2() {
trigger_event<CreateZapperEvent>(CreateZapperEvent {});
this->trigger_event<BattleStartEvent>(BattleStartEvent {
- .num_enemies = Random::i(2,1),
+ .num_enemies = Random::i(2, 1),
.battle = false,
- });
+ });
}
void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
void ObjectsScheduler::preset_4() {}
@@ -42,7 +42,7 @@ void ObjectsScheduler::boss_fight_1() {
this->trigger_event<BattleStartEvent>(BattleStartEvent {
.num_enemies = 7,
.battle = true,
- });
+ });
RefVector<Rigidbody> rb_back_forest
= this->get_components_by_tag<Rigidbody>("forest_background");