aboutsummaryrefslogtreecommitdiff
path: root/game/coins/CoinSystemScript.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/coins/CoinSystemScript.cpp')
-rw-r--r--game/coins/CoinSystemScript.cpp134
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();
+}
+
+
+