diff options
Diffstat (limited to 'game/coins/CoinSystemScript.cpp')
-rw-r--r-- | game/coins/CoinSystemScript.cpp | 134 |
1 files changed, 129 insertions, 5 deletions
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp index 90405a8..da1fc65 100644 --- a/game/coins/CoinSystemScript.cpp +++ b/game/coins/CoinSystemScript.cpp @@ -2,17 +2,141 @@ #include "CoinSystem.h" #include "api/CircleCollider.h" #include "api/Metadata.h" +#include "api/Sprite.h" #include "api/Transform.h" using namespace crepe; using namespace std; -void CoinSystemScript::frame_update(crepe::duration_t dt) -{ +std::vector<CoinData> CoinSystemScript::coin_locations; + +void CoinSystemScript::init() { + this->add_location(vec2{1500,-30}); + this->add_location(vec2{1500,0}); + this->add_location(vec2{1500,30}); + this->add_location(vec2{1500,60}); + this->add_location(vec2{1550,-30}); + this->add_location(vec2{1550,0}); + this->add_location(vec2{1550,30}); + this->add_location(vec2{1550,60}); + + this->add_location(vec2{2500,-30}); + this->add_location(vec2{2500,0}); + this->add_location(vec2{2500,30}); + this->add_location(vec2{2500,60}); + this->add_location(vec2{2550,-30}); + this->add_location(vec2{2550,0}); + this->add_location(vec2{2550,30}); + this->add_location(vec2{2550,60}); + this->add_location(vec2{2600,-30}); + this->add_location(vec2{2600,0}); + this->add_location(vec2{2600,30}); + this->add_location(vec2{2600,60}); + this->add_location(vec2{2650,-30}); + this->add_location(vec2{2650,0}); + this->add_location(vec2{2650,30}); + this->add_location(vec2{2650,60}); + this->add_location(vec2{2700,-30}); + this->add_location(vec2{2700,0}); + this->add_location(vec2{2700,30}); + this->add_location(vec2{2700,60}); + this->add_location(vec2{2750,-30}); + this->add_location(vec2{2750,0}); + this->add_location(vec2{2750,30}); + this->add_location(vec2{2750,60}); + this->add_location(vec2{2800,-30}); + this->add_location(vec2{2800,0}); + this->add_location(vec2{2800,30}); + this->add_location(vec2{2800,60}); + this->add_location(vec2{2850,-30}); + this->add_location(vec2{2850,0}); + this->add_location(vec2{2850,30}); + this->add_location(vec2{2850,60}); +} + +void CoinSystemScript::add_location(const crepe::vec2& location){ + coin_locations.push_back(CoinData(location)); +} + +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"); - RefVector<CircleCollider> coin_colliders = this->get_components_by_tag<CircleCollider>("coin"); - RefVector<Metadata> coin_metadatas = this->get_components_by_tag<Metadata>("coin"); - this->coin_system.update(position, coin_sprites, coin_colliders, coin_metadatas); + + 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::frame_update(crepe::duration_t dt) +{ + this->despawn_coins(); + this->spawn_coins(); +} + + + |