diff options
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
| -rw-r--r-- | game/enemy/EnemyScript.cpp | 109 | 
1 files changed, 109 insertions, 0 deletions
| diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp new file mode 100644 index 0000000..2bdab2c --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,109 @@ +#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; +		} +	} +} |