diff options
29 files changed, 714 insertions, 30 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 4e31f80..0955985 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -8,6 +8,13 @@ project(game C CXX)  add_subdirectory(../src crepe)  add_executable(main +	enemy/BattleScript.cpp +	enemy/EnemyPool.cpp +	enemy/EnemyBulletScript.cpp +	enemy/EnemyBulletSubScene.cpp +	enemy/EnemyBulletPool.cpp +	enemy/EnemySubScene.cpp +	enemy/EnemyScript.cpp  	background/AquariumSubScene.cpp  	background/AquariumScript.cpp  	background/BackgroundSubScene.cpp @@ -19,6 +26,9 @@ add_executable(main  	MoveCameraManualyScript.cpp  	player/PlayerScript.cpp  	player/PlayerSubScene.cpp +	player/PlayerBulletPool.cpp +	player/PlayerBulletScript.cpp +	player/PlayerBulletSubScene.cpp  	StartGameScript.cpp  	player/PlayerEndScript.cpp  	player/PlayerAudioScript.cpp diff --git a/game/Config.h b/game/Config.h index f1b64b3..7cca586 100644 --- a/game/Config.h +++ b/game/Config.h @@ -20,6 +20,9 @@ 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 diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 9376eab..f09272d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -11,6 +11,12 @@  #include "hud/SpeedScript.h"  #include "menus/endgame/EndGameSubScene.h"  #include "player/PlayerSubScene.h" +#include "player/PlayerBulletPool.h" +#include "player/PlayerBulletSubScene.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/BattleScript.h"  #include "workers/WorkersSubScene.h"  #include <cmath> @@ -23,6 +29,7 @@  #include <crepe/api/Color.h>  #include <crepe/api/Event.h>  #include <crepe/api/GameObject.h> +#include <crepe/api/AI.h>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h>  #include <crepe/api/Script.h> @@ -37,7 +44,7 @@ void GameScene::load_scene() {  	BackgroundSubScene background(*this);  	GameObject camera = new_object("camera", "camera", vec2(650, 0)); -	camera.add_component<Camera>( +	Camera& camera_cam = camera.add_component<Camera>(  		ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y),  		Camera::Data {  			.bg_color = Color::RED, @@ -47,9 +54,15 @@ 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<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);  	WorkersSubScene workers(*this); @@ -84,7 +97,12 @@ void GameScene::load_scene() {  	//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)); @@ -144,9 +162,6 @@ void GameScene::load_scene() {  		.collision_layer = COLL_LAY_MISSILE,  	});  	missile.add_component<BoxCollider>(vec2(100, 100)); - -	EndGameSubScene endgamewindow; -	endgamewindow.create(*this);  }  string GameScene::get_name() const { return "scene1"; } diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index e88b329..3de577c 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,3 +1,4 @@ +#include <iostream>  #include "StartGameScript.h"  #include "Config.h"  #include "api/BehaviorScript.h" @@ -12,7 +13,7 @@ using namespace std;  void StartGameScript::fixed_update(crepe::duration_t dt) {  	Transform & player_transform = this->get_components_by_name<Transform>("player").front(); - +	// cout << "startgameScript call speed: " << PLAYER_SPEED * dt.count() << endl;  	// 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(); @@ -63,14 +64,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) {  	}  	// Start camera movement, enable player jumping and disable this script -	if (player_transform.position.x > 500) { -		Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); -		rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); -		BehaviorScript & player_script -			= this->get_components_by_name<BehaviorScript>("player").front(); -		player_script.active = true; -		BehaviorScript & this_script -			= this->get_components_by_name<BehaviorScript>("start_game_script").front(); -		this_script.active = false; -	} +	// if (player_transform.position.x > 500) { +	// 	Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); +	// 	rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); +	// 	BehaviorScript & player_script +	// 		= this->get_components_by_name<BehaviorScript>("player").front(); +	// 	player_script.active = true; +	// 	BehaviorScript & this_script +	// 		= this->get_components_by_name<BehaviorScript>("start_game_script").front(); +	// 	this_script.active = false; +	// }  } diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..463ddf3 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,53 @@ +#include <iostream> +#include "BattleScript.h" +#include <crepe/api/AI.h> +#include "EnemyScript.h" +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +#include "BattleWonEvent.h" +#include "EnemyScript.h" +using namespace std; +using namespace crepe; +// stop player movement +// spawn enemies +// resume game once enemies are defeated +// optional: spawn lazers during fight +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){ +	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->trigger_event<BattleWonEvent>(); +	} +} +bool BattleScript::create_battle(const BattleStartEvent& e){ +	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->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{ +			.speed = dist(engine), +			.column = i, +		},script.game_object_id); +		 +	} +	return true; +} + diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h new file mode 100644 index 0000000..d239e70 --- /dev/null +++ b/game/enemy/BattleScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Event.h> +#include <random> +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: +	std::random_device rd; +	std::default_random_engine engine; +	bool create_battle(const BattleStartEvent& e); +}; diff --git a/game/enemy/BattleWonEvent.h b/game/enemy/BattleWonEvent.h new file mode 100644 index 0000000..a48dbad --- /dev/null +++ b/game/enemy/BattleWonEvent.h @@ -0,0 +1,5 @@ +#pragma once +#include <crepe/api/Event.h> +struct BattleWonEvent : public crepe::Event{ + +}; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp new file mode 100644 index 0000000..6ebd50a --- /dev/null +++ b/game/enemy/EnemyBulletPool.cpp @@ -0,0 +1,8 @@ +#include "EnemyBulletSubScene.h" +#include "EnemyBulletPool.h" +using namespace std; + +void EnemyBulletPool::create_bullets(crepe::Scene & scn) { +	EnemyBulletSubScene bullet; +	while(bullet.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h new file mode 100644 index 0000000..e0de02c --- /dev/null +++ b/game/enemy/EnemyBulletPool.h @@ -0,0 +1,10 @@ +#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..ba27b9d --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,38 @@ +#include <iostream> +#include "EnemyBulletScript.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Metadata.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 = {0,-750}; +} + +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..822387f --- /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..488dc03 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -0,0 +1,51 @@ +#include <string> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/AI.h> +#include "../Config.h" + + +#include "EnemyBulletSubScene.h" +#include "EnemyScript.h" +#include "EnemyBulletScript.h" +using namespace crepe; +using namespace std; +int EnemyBulletSubScene::create(Scene & scn){ +	vec2 size = {20, 20}; + +	static int counter = 0; +	string unique_name = "enemy_bullet_" + to_string(counter++); +	GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); +	 +	Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 0, +		.body_type = Rigidbody::BodyType::KINEMATIC, +		 +		.linear_velocity = vec2{-300,0}, +		.kinematic_collision = false, +		.collision_layers = {COLL_LAY_MISSILE}, +		.collision_layer = COLL_LAY_BULLET +	}); +	bullet_body.active = false; +	BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 40)); +	//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_PLAYER, +			.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..a7e30d7 --- /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); +}; diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp new file mode 100644 index 0000000..b5160db --- /dev/null +++ b/game/enemy/EnemyPool.cpp @@ -0,0 +1,7 @@ +#include "EnemySubScene.h" +#include "EnemyPool.h" +using namespace std; +void EnemyPool::create_enemies(crepe::Scene & scn) { +	EnemySubScene enemy; +	while(enemy.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h new file mode 100644 index 0000000..916b930 --- /dev/null +++ b/game/enemy/EnemyPool.h @@ -0,0 +1,10 @@ +#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..2bdab2c --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,109 @@ +#include "../Config.h" +#include "EnemyScript.h" +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/AI.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +#include <random> +#include "../Random.h" +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>(2.5 + Random::f(0,1)); +} +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(0.8,4)); +	} + +} +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; +	// transform.position = vec2{cam_transform} +	ai_component.path.clear(); +	ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); +	ai_component.active = true; +	return true; +} + +bool EnemyScript::on_collide(const CollisionEvent & e){ +	if(e.info.other.metadata.tag == "player_bullet"){ +		this->despawn_enemy(); +	} +	return false; +} +void EnemyScript::despawn_enemy(){ +	Transform& transform = this->get_component<Transform>(); +	transform.position = vec2{0,-650}; +	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; +			return; +		} +	} +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h new file mode 100644 index 0000000..7babe4d --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,31 @@ +#pragma once +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <crepe/api/Event.h> +#include <crepe/api/Camera.h> +#include <random> +#include <chrono> +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..43f9b33 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,101 @@ +#include <string> + +#include "EnemySubScene.h" +#include "EnemyScript.h" +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> + +#include <crepe/api/AI.h> +#include "../Config.h" +using namespace crepe; +using namespace std; +int EnemySubScene::create(Scene & scn){ +	vec2 size = {20, 20}; + +	static int enemy_counter = 0; +	string unique_name = "enemy_" + to_string(enemy_counter++); +	GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},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_PLAYER, +			.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 = 3, +			.row = 1, +			 +			.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_PLAYER, +			.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_PLAYER, +			.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, +		} +	); +	 +	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..a24020b --- /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); +}; diff --git a/game/main.cpp b/game/main.cpp index e341353..3f7e17e 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -9,9 +9,10 @@ using namespace crepe;  int main() {  	Engine gameloop; +	gameloop.add_scene<GameScene>();  	gameloop.add_scene<MainMenuScene>();  	gameloop.add_scene<ShopMenuScene>(); -	gameloop.add_scene<GameScene>(); +	  	return gameloop.main();  } diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..63ef346 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,8 @@ +#include "PlayerBulletSubScene.h" +#include "PlayerBulletPool.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { +	PlayerBulletSubScene bullet; +	while(bullet.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..a8ba2fb --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,10 @@ +#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..2bd067d --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,43 @@ +#include <iostream> + +#include <crepe/api/Camera.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Metadata.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){ +	cout << "player bullet collision happened with " << e.info.other.metadata.tag << endl; +	this->despawn_bullet(); +	return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..559b815 --- /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..4b36387 --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,54 @@ +#include <iostream> +#include <string> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/AI.h> +#include "../Config.h" + + +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +#include "PlayerBulletScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn){ +	vec2 size = {20, 20}; +	static int counter = 0; +	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{300,0}, +		.angular_velocity = 150, +		.kinematic_collision = false, +		.collision_layers = {COLL_LAY_ENEMY}, +		 +		.collision_layer = COLL_LAY_PLAYER_BULLET, +		 +		 +	}); +	player_bullet_body.active = false; +	BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(60, 40)); +	//player_bullet_collider.active = false; +	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_PLAYER, +			.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..4b44dc4 --- /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); +}; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index d45a519..dc3eec3 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,11 +1,13 @@ +#include <iostream>  #include "PlayerScript.h"  #include "../Config.h" - +#include "../enemy/BattleScript.h"  #include <crepe/api/Animator.h>  #include <crepe/api/AudioSource.h>  #include <crepe/api/ParticleEmitter.h>  #include <crepe/api/Rigidbody.h> +#include <crepe/api/BoxCollider.h>  #include <crepe/api/Transform.h>  #include <crepe/types.h> @@ -16,8 +18,8 @@ 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 +61,7 @@ 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); @@ -90,8 +92,22 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  	for (ParticleEmitter & emitter : emitters) {  		emitter.data.boundary.offset = vec2(0, -transform.position.y);  	} - +	  	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); +	if (this->get_key_state(Keycode::P)) { +		this->trigger_event<BattleStartEvent>(BattleStartEvent{ +			.num_enemies = 5, +		}); +	} +	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 +155,27 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {  		}  	}  } + +void PlayerScript::shoot(const vec2& location,float angle){ +	//cout << "player shot" << endl; +	RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("player_bullet"); + +	for(Transform& bullet_pos : bullet_transforms){ +		//cout << "bullet pos  x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; +		if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ +			 +			//cout << "bullet found\n"; +			bullet_pos.position = location; +			bullet_pos.position.x += 20; +			//cout << "bullet pos  x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; +			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; +			BehaviorScript& bullet_script = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id).front(); +			bullet_script.active = true; +			return; +		} +	} +	cout << "bullet not found\n"; +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..30f39c6 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -2,16 +2,20 @@  #include <crepe/api/Event.h>  #include <crepe/api/Script.h> - +#include <chrono>  class PlayerScript : public crepe::Script {  public:  	void init();  	void fixed_update(crepe::duration_t dt); - +	  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..1203ca0 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ using namespace crepe;  using namespace std;  PlayerSubScene::PlayerSubScene(Scene & scn) { -	GameObject player = scn.new_object("player", "player", vec2(-100, 200)); +	GameObject player = scn.new_object("player", "player", vec2(300, 200));  	Asset player_bullet {"asset/other_effects/effect_smgbullet.png"};  	Sprite & player_bullet_sprite = player.add_component<Sprite>( @@ -147,12 +147,12 @@ PlayerSubScene::PlayerSubScene(Scene & scn) {  	player.add_component<Rigidbody>(Rigidbody::Data {  		.gravity_scale = PLAYER_GRAVITY_SCALE,  		.body_type = Rigidbody::BodyType::DYNAMIC, -		.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), +		//.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; +	player.add_component<BehaviorScript>().set_script<PlayerScript>().active = true;  	player.add_component<BehaviorScript>().set_script<CoinScript>();  	player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false;  |