diff options
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r-- | game/enemy/EnemyScript.cpp | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp new file mode 100644 index 0000000..1fbefaa --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,96 @@ +#include <iostream> +#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> +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript(){ + //cout << column << std::endl; + engine.seed(rd()); + this->last_fired = std::chrono::steady_clock::now(); +} +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); +}; +void EnemyScript::fixed_update(duration_t dt) { + + Transform& transform = this->get_component<Transform>(); + Transform& player_transform = this->get_components_by_name<Transform>("player").front(); + AI& ai_component = this->get_component<AI>(); + + 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); + //cout << "speed: "<< adjustment_speed << endl; + //cout << "direction: " << direction_to_player_y << endl; + // 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 > std::chrono::duration<float>(5)) { + this->shoot(transform.position,0); + last_fired = now; + } + +} +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; + //cout << "column: " << e.column << endl; + 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); + + return true; +} + +void EnemyScript::onCollide(const CollisionEvent & collisionData){ + +} + +void EnemyScript::shoot(const vec2& location,float angle){ + //cout << "enemy shot" << endl; + RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("EnemyBullet"); + + for(Transform& bullet_pos : bullet_transforms){ + //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; + 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; + } + } +} |