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-rw-r--r--game/coins/CoinSystemScript.cpp248
1 files changed, 248 insertions, 0 deletions
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
new file mode 100644
index 0000000..c9c301e
--- /dev/null
+++ b/game/coins/CoinSystemScript.cpp
@@ -0,0 +1,248 @@
+#include "CoinSystemScript.h"
+#include "CoinPool.h"
+#include "api/CircleCollider.h"
+#include "api/Metadata.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
+#include <random>
+
+using namespace crepe;
+using namespace std;
+
+std::vector<CoinSystemScript::CoinData> CoinSystemScript::coin_locations;
+
+void CoinSystemScript::init() {
+ engine.seed(rd());
+}
+
+void CoinSystemScript::add_location(const crepe::vec2& location){
+ coin_locations.push_back(CoinData(location));
+}
+
+float CoinSystemScript::preset_1(const vec2 & begin_position){
+ vec2 top = {begin_position.x, begin_position.y - (this->ROW_OFFSET_1)};
+ vec2 bottom = {begin_position.x, begin_position.y + (this->ROW_OFFSET_1)};
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the bottom row
+ bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the next set of the top row
+ top.x += this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_1;
+ }
+
+ // Add locations for the next set of the bottom row
+ bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ for (int i = 0; i < COLUM_AMOUNT_1; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_1;
+ }
+
+ return bottom.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_2(const vec2 & begin_position){
+ vec2 top = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y - this->ROW_OFFSET_2};
+ vec2 middle = begin_position;
+ vec2 bottom = {begin_position.x+this->COLUM_OFFSET_2, begin_position.y + this->ROW_OFFSET_2};
+
+ // Add locations for the next set of the bottom row
+ for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ add_location(bottom);
+ bottom.x += this->COLUM_OFFSET_2;
+ }
+
+ // Add locations for the next set of the middle row
+ for (int i = 0; i < COLUM_AMOUNT_2; ++i) {
+ add_location(middle);
+ middle.x += this->COLUM_OFFSET_2;
+ }
+
+ // Add locations for the next set of the top row
+ for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ add_location(top);
+ top.x += this->COLUM_OFFSET_2;
+ }
+
+ return middle.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_3(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y - (this->ROW_OFFSET_3)};
+
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ // Add locations for the bottom row
+ location.y +=this->ROW_OFFSET_3;
+ location.x += this->COLUM_OFFSET_3;
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ // Add locations for the next set of the top row
+ location.y +=this->ROW_OFFSET_3;
+ location.x += this->COLUM_OFFSET_3;
+ for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_3;
+ }
+
+ return location.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_4(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y + (this->ROW_OFFSET_4)};
+
+
+ // Add locations for the top row
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ // Add locations for the bottom row
+ location.y -=this->ROW_OFFSET_4;
+ location.x += this->COLUM_OFFSET_4;
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ // Add locations for the next set of the top row
+ location.y -=this->ROW_OFFSET_4;
+ location.x += this->COLUM_OFFSET_4;
+ for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
+ add_location(location);
+ location.x += this->COLUM_OFFSET_4;
+ }
+
+ return location.x-begin_position.x;
+}
+
+float CoinSystemScript::preset_5(const vec2 & begin_position){
+ vec2 location = {begin_position.x, begin_position.y-ROW_OFFSET_5/2};
+ for (int i = 0; i < COLUM_AMOUNT_5; ++i){
+ add_location(location);
+ location.x += this->COLUM_OFFSET_5;
+ }
+ return location.x-begin_position.x;
+}
+
+
+
+void CoinSystemScript::frame_update(crepe::duration_t dt)
+{
+ this->despawn_coins();
+ this->generate_locations();
+ this->spawn_coins();
+}
+
+void CoinSystemScript::despawn_coins() {
+ // Get the current x-position of the CoinSystem's Transform component
+ float position = this->get_component<Transform>().position.x;
+
+ // Retrieve all active coin sprites tagged as "coin"
+ RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
+
+ for (Sprite& coin_sprite : coin_sprites) {
+ if (!coin_sprite.active) continue; // Skip inactive sprites
+
+ // Retrieve the corresponding Transform, Metadata, and CircleCollider components
+ Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Check if the coin is out of bounds based on DESPAWN_DISTANCE
+ if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {
+ // Find the coin in the coin_locations vector using its name
+ auto it = std::find_if(
+ coin_locations.begin(),
+ coin_locations.end(),
+ [&coin_metadata](const CoinData& data) {
+ return data.name == coin_metadata.name;
+ }
+ );
+
+ // If a match is found, erase it from coin_locations
+ if (it != coin_locations.end()) {
+ coin_locations.erase(it);
+ coin_sprite.active = false;
+ coin_collider.active = false;
+ }
+ }
+ }
+}
+
+void CoinSystemScript::spawn_coins(){
+ // Get the current x-position of the CoinSystem's Transform component
+ float position = this->get_component<Transform>().position.x;
+
+ // Iterate through the list of coin locations
+ for (auto& coin : coin_locations) {
+ // Skip this coin if it is already active
+ if (coin.active)continue;
+ // Skip this coin if it is not within the defined spawn area
+ if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue;
+
+ // Retrieve all sprites tagged as "coin"
+ RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
+
+ // Check for an available (inactive) coin sprite
+ for (Sprite& coin_sprite : coin_sprites) {
+ // Skip this sprite if it is already active
+ if (coin_sprite.active) continue;
+
+ // Found an available (inactive) coin sprite
+ // Retrieve its associated components
+ Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Assign data and set active
+ coin.name = coin_metadata.name;
+ coin.active = true;
+ coin_sprite.active = true;
+ coin_collider.active = true;
+ coin_transform.position = coin.start_location;
+
+ // Break out of the inner loop since we've assigned this coin to an available sprite
+ break;
+ }
+ }
+}
+
+void CoinSystemScript::generate_locations(){
+ float position = this->get_component<Transform>().position.x;
+ if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;
+
+ std::discrete_distribution<int> dist(weights.begin(), weights.end());
+ int selected_index = dist(engine);
+
+ std::uniform_real_distribution<float> space_dist(SPAWN_SPACING_MIN, SPAWN_SPACING_MAX);
+ float spacing = space_dist(engine);
+
+ // Call the corresponding function and return the new x position
+ this->system_position += functions[selected_index]({this->system_position,0});
+ this->system_position += spacing;
+}
+
+
+