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-rw-r--r--game/enemy/EnemyScript.cpp109
1 files changed, 109 insertions, 0 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
new file mode 100644
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+++ b/game/enemy/EnemyScript.cpp
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+#include "../Config.h"
+#include "EnemyScript.h"
+#include <crepe/api/Animator.h>
+#include <crepe/api/ParticleEmitter.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/AI.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Transform.h>
+#include <crepe/types.h>
+#include <random>
+#include "../Random.h"
+using namespace crepe;
+using namespace std;
+EnemyScript::EnemyScript(){
+ engine.seed(rd());
+ this->last_fired = std::chrono::steady_clock::now();
+ this->shot_delay = std::chrono::duration<float>(2.5 + Random::f(0,1));
+}
+void EnemyScript::init(){
+ Metadata& meta = this->get_component<Metadata>();
+ this->subscribe<SpawnEnemyEvent>([this](const SpawnEnemyEvent& e) -> bool{
+ return this->spawn_enemy(e);
+ },meta.game_object_id);
+ this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
+ return this->on_collide(e);
+ });
+};
+void EnemyScript::fixed_update(duration_t dt) {
+ if(this->alive){
+ return;
+ }
+ Transform& transform = this->get_component<Transform>();
+ Transform& player_transform = this->get_components_by_name<Transform>("player").front();
+ Rigidbody& enemy_body = this->get_component<Rigidbody>();
+ AI& ai_component = this->get_component<AI>();
+
+ //transform.position += enemy_body.data.linear_velocity * dt.count();
+ float direction_to_player_y = player_transform.position.y - transform.position.y;
+ float distance_to_player_y = std::abs(direction_to_player_y);
+
+ float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE);
+
+ adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED);
+ // Move the path nodes on the Y-axis
+ for (vec2& path_node : ai_component.path) {
+ path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count();
+ }
+ //bullet fire logic:
+ auto now = std::chrono::steady_clock::now();
+ std::chrono::duration<float> elapsed = now - last_fired;
+ if (elapsed > shot_delay) {
+ this->shoot(transform.position,0);
+ last_fired = now;
+ this->shot_delay = std::chrono::duration<float>(Random::f(0.8,4));
+ }
+
+}
+bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){
+ this->speed = e.speed;
+ AI& ai_component = this->get_component<AI>();
+ 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();
+
+ vec2 half_screen = camera.viewport_size / 2;
+ float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column);
+ uniform_real_distribution<float> dist(
+ cam_transform.position.y - half_screen.y + 100,
+ cam_transform.position.y + half_screen.y - 100
+ );
+ float random_height = dist(engine);
+ vec2 spawn_location = {cam_transform.position.x + camera.viewport_size.x / 2 + 100,random_height};
+ transform.position = spawn_location;
+ // transform.position = vec2{cam_transform}
+ ai_component.path.clear();
+ ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true);
+ ai_component.active = true;
+ return true;
+}
+
+bool EnemyScript::on_collide(const CollisionEvent & e){
+ if(e.info.other.metadata.tag == "player_bullet"){
+ this->despawn_enemy();
+ }
+ return false;
+}
+void EnemyScript::despawn_enemy(){
+ Transform& transform = this->get_component<Transform>();
+ transform.position = vec2{0,-650};
+ AI& ai_component = this->get_component<AI>();
+ // Rigidbody& enemy_body
+ ai_component.active = false;
+}
+void EnemyScript::shoot(const vec2& location,float angle){
+ RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet");
+
+ for(Transform& bullet_pos : bullet_transforms){
+ if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){
+
+ bullet_pos.position = location;
+ bullet_pos.position.x -= 20;
+ Rigidbody& bullet_body = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front();
+ BoxCollider bullet_collider = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front();
+ bullet_collider.active = true;
+ bullet_body.active = true;
+ return;
+ }
+ }
+}