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-rw-r--r--game/enemy/EnemyScript.cpp96
1 files changed, 96 insertions, 0 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
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+++ b/game/enemy/EnemyScript.cpp
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+#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;
+ }
+ }
+}