diff options
Diffstat (limited to 'game/coins/CoinSystemScript.cpp')
-rw-r--r-- | game/coins/CoinSystemScript.cpp | 127 |
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; } - - - |