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Diffstat (limited to 'game/enemy/EnemyBulletScript.cpp')
-rw-r--r--game/enemy/EnemyBulletScript.cpp28
1 files changed, 14 insertions, 14 deletions
diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp
index 55160ab..65c0c23 100644
--- a/game/enemy/EnemyBulletScript.cpp
+++ b/game/enemy/EnemyBulletScript.cpp
@@ -1,39 +1,39 @@
-#include <iostream>
#include "EnemyBulletScript.h"
#include <crepe/api/Camera.h>
-#include <crepe/api/Rigidbody.h>
#include <crepe/api/Metadata.h>
+#include <crepe/api/Rigidbody.h>
+#include <iostream>
#include "EnemyConfig.h"
using namespace crepe;
using namespace std;
-void EnemyBulletScript::init(){
- this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
+void EnemyBulletScript::init() {
+ this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool {
return this->on_collide(e);
});
}
-void EnemyBulletScript::fixed_update(crepe::duration_t dt){
- Transform& transform = this->get_component<Transform>();
- Camera& camera = this->get_components_by_name<Camera>("camera").front();
- Transform& cam_transform = this->get_components_by_name<Transform>("camera").front();
- Rigidbody& bullet_body = this->get_component<Rigidbody>();
+void EnemyBulletScript::fixed_update(crepe::duration_t dt) {
+ Transform & transform = this->get_component<Transform>();
+ Camera & camera = this->get_components_by_name<Camera>("camera").front();
+ Transform & cam_transform = this->get_components_by_name<Transform>("camera").front();
+ Rigidbody & bullet_body = this->get_component<Rigidbody>();
//move
transform.position.x += bullet_body.data.linear_velocity.x * dt.count();
vec2 half_screen = camera.viewport_size / 2;
float despawn_location = cam_transform.position.x - half_screen.x - 50;
- if(transform.position.x < despawn_location){
+ if (transform.position.x < despawn_location) {
this->despawn_bullet();
}
}
-void EnemyBulletScript::despawn_bullet(){
- Transform& transform = this->get_component<Transform>();
- Rigidbody& bullet_body = this->get_component<Rigidbody>();
+void EnemyBulletScript::despawn_bullet() {
+ Transform & transform = this->get_component<Transform>();
+ Rigidbody & bullet_body = this->get_component<Rigidbody>();
bullet_body.active = false;
transform.position = ENEMY_BULLET_POOL_LOCATION;
}
-bool EnemyBulletScript::on_collide(const CollisionEvent& e){
+bool EnemyBulletScript::on_collide(const CollisionEvent & e) {
//cout << "collision happened with " << e.info.other.metadata.tag << endl;
this->despawn_bullet();
return false;