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path: root/game/coins/CoinSystemScript.cpp
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Diffstat (limited to 'game/coins/CoinSystemScript.cpp')
-rw-r--r--game/coins/CoinSystemScript.cpp127
1 files changed, 66 insertions, 61 deletions
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
index a58e3fd..1634aa9 100644
--- a/game/coins/CoinSystemScript.cpp
+++ b/game/coins/CoinSystemScript.cpp
@@ -10,17 +10,13 @@
using namespace crepe;
using namespace std;
+void CoinSystemScript::init() { engine.seed(rd()); }
-
-void CoinSystemScript::init() {
- engine.seed(rd());
-}
-
-void CoinSystemScript::add_location(const crepe::vec2& location){
+void CoinSystemScript::add_location(const crepe::vec2 & location) {
coin_locations.push_back(CoinData(location));
}
-float CoinSystemScript::preset_1(const vec2 & begin_position){
+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)};
@@ -31,7 +27,7 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){
}
// Add locations for the bottom row
- bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ 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;
@@ -45,22 +41,24 @@ float CoinSystemScript::preset_1(const vec2 & begin_position){
}
// Add locations for the next set of the bottom row
- bottom.x +=this->COLUM_OFFSET_1 * COLUM_AMOUNT_1;
+ 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;
+ 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};
+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};
+ 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) {
+ for (int i = 0; i < COLUM_AMOUNT_2 - 2; ++i) {
add_location(bottom);
bottom.x += this->COLUM_OFFSET_2;
}
@@ -72,18 +70,17 @@ float CoinSystemScript::preset_2(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- for (int i = 0; i < COLUM_AMOUNT_2-2; ++i) {
+ 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;
+ return middle.x - begin_position.x;
}
-float CoinSystemScript::preset_3(const vec2 & begin_position){
+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);
@@ -91,7 +88,7 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){
}
// Add locations for the bottom row
- location.y +=this->ROW_OFFSET_3;
+ location.y += this->ROW_OFFSET_3;
location.x += this->COLUM_OFFSET_3;
for (int i = 0; i < COLUM_AMOUNT_3; ++i) {
add_location(location);
@@ -99,20 +96,19 @@ float CoinSystemScript::preset_3(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- location.y +=this->ROW_OFFSET_3;
+ 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;
+ return location.x - begin_position.x;
}
-float CoinSystemScript::preset_4(const vec2 & begin_position){
+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);
@@ -120,7 +116,7 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){
}
// Add locations for the bottom row
- location.y -=this->ROW_OFFSET_4;
+ location.y -= this->ROW_OFFSET_4;
location.x += this->COLUM_OFFSET_4;
for (int i = 0; i < COLUM_AMOUNT_4; ++i) {
add_location(location);
@@ -128,32 +124,29 @@ float CoinSystemScript::preset_4(const vec2 & begin_position){
}
// Add locations for the next set of the top row
- location.y -=this->ROW_OFFSET_4;
+ 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;
+ 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){
+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;
+ return location.x - begin_position.x;
}
-
-
-void CoinSystemScript::frame_update(crepe::duration_t dt)
-{
+void CoinSystemScript::frame_update(crepe::duration_t dt) {
this->despawn_coins();
this->generate_locations();
- this->spawn_coins();
+ this->spawn_coins();
}
void CoinSystemScript::despawn_coins() {
@@ -163,22 +156,26 @@ void CoinSystemScript::despawn_coins() {
// 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) {
+ 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();
+ 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;
+ coin_locations.begin(), coin_locations.end(),
+ [&coin_metadata](const CoinData & data) {
+ return data.name == coin_metadata.name;
}
);
@@ -192,31 +189,42 @@ void CoinSystemScript::despawn_coins() {
}
}
-void CoinSystemScript::spawn_coins(){
+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) {
+ for (auto & coin : coin_locations) {
// Skip this coin if it is already active
- if (coin.active)continue;
+ 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;
-
+ 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) {
+ 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();
-
+ 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;
@@ -224,26 +232,23 @@ void CoinSystemScript::spawn_coins(){
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 out of the inner loop since we've assigned this coin to an available sprite
break;
}
}
}
-void CoinSystemScript::generate_locations(){
+void CoinSystemScript::generate_locations() {
float position = this->get_component<Transform>().position.x;
- if(position + SPAWN_DISTANCE + SYSTEM_POSITION_OFFSET < this->system_position) return;
+ 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 += functions[selected_index]({this->system_position, 0});
this->system_position += spacing;
}
-
-
-