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Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r--game/enemy/EnemyScript.cpp88
1 files changed, 69 insertions, 19 deletions
diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp
index 8804f50..c9603ce 100644
--- a/game/enemy/EnemyScript.cpp
+++ b/game/enemy/EnemyScript.cpp
@@ -1,7 +1,7 @@
#include "EnemyScript.h"
#include "../Config.h"
#include "../Random.h"
-#include "EnemyConfig.h"
+#include "../enemy/EnemyConfig.h"
#include "api/Color.h"
#include "api/Sprite.h"
#include <crepe/api/AI.h>
@@ -32,10 +32,25 @@ void EnemyScript::init() {
});
};
void EnemyScript::fixed_update(duration_t dt) {
- if (this->alive) {
- return;
+ if(!spawned) return;
+ auto now = std::chrono::steady_clock::now();
+ std::chrono::duration<float> elapsed_hit = now - last_hit;
+ //hit blink timer
+ if (elapsed_hit > blink_time) {
+ set_hit_blink(false);
}
Transform & transform = this->get_component<Transform>();
+ if (!this->alive) {
+ 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 - 100;
+ if(transform.position.x < x_value){
+ this->despawn_enemy();
+ }
+ return;
+ }
+
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>();
@@ -52,29 +67,41 @@ void EnemyScript::fixed_update(duration_t dt) {
path_node.x += player_body.data.linear_velocity.x * 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);
last_fired = now;
this->shot_delay = std::chrono::duration<float>(Random::f(4, 1));
}
- std::chrono::duration<float> elapsed_hit = now - last_hit;
- //hit blink timer
- if (elapsed_hit > blink_time) {
- set_hit_blink(false);
- }
+
}
bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
+
this->speed = e.speed;
+ this->alive = true;
+ this->spawned = true;
+ RefVector<Animator> animators = this->get_components<Animator>();
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(0);
+ }
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 0;
+ }
+ Sprite& jetpack = sprites[2];
+ jetpack.data.position_offset.x = 20;
+ Sprite& gun = sprites[3];
+ gun.data.position_offset.x = -20;
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 - 70 * (1 + e.column);
+ float x_value = cam_transform.position.x + half_screen.x - 60 * (1 + e.column);
uniform_real_distribution<float> dist(
cam_transform.position.y - half_screen.y + 100,
cam_transform.position.y + half_screen.y - 100
@@ -87,6 +114,7 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) {
ai_component.make_oval_path(10, 30, vec2 {x_value, random_height}, 1.5708, true);
ai_component.active = true;
this->last_fired = std::chrono::steady_clock::now();
+
return false;
}
@@ -102,6 +130,7 @@ void EnemyScript::set_hit_blink(bool status) {
}
bool EnemyScript::on_collide(const CollisionEvent & e) {
+ if(!this->alive)return false;
if (e.info.other.metadata.tag == "player_bullet") {
this->health--;
last_hit = std::chrono::steady_clock::now();
@@ -109,23 +138,44 @@ bool EnemyScript::on_collide(const CollisionEvent & e) {
set_hit_blink(true);
}
if (health <= 0) {
- this->despawn_enemy();
+ this->death();
}
//body_animator.play();
return false;
}
-
+void EnemyScript::death(){
+
+ Rigidbody& rb = this->get_component<Rigidbody>();
+ Transform& tr = this->get_component<Transform>();
+ RefVector<Animator> animators = this->get_components<Animator>();
+ for (Animator & anim : animators) {
+ anim.active = false;
+ anim.set_anim(3);
+ }
+ RefVector<Sprite> sprites = this->get_components<Sprite>();
+ for (Sprite & sprite : sprites) {
+ sprite.data.position_offset.x = 15;
+ }
+ rb.data.linear_velocity_coefficient = {0.5, 1};
+ //rb.add_force_linear(vec2{0,20});
+ rb.data.gravity_scale = 20;
+ tr.rotation = 90;
+ AI& ai = this->get_component<AI>();
+ ai.active = false;
+ this->alive = false;
+ AI& ai_component = this->get_component<AI>();
+ ai_component.active = false;
+}
void EnemyScript::despawn_enemy() {
Transform & transform = this->get_component<Transform>();
- BehaviorScript & enemy_script = this->get_component<BehaviorScript>();
- enemy_script.active = false;
- Animator & body_animator = this->get_components<Animator>().front();
- body_animator.data.col = 2;
+ Rigidbody& rb = this->get_component<Rigidbody>();
+ rb.data.gravity_scale = 0;
+ rb.data.linear_velocity = {0,0};
+ transform.rotation = 0;
transform.position = ENEMY_POOL_LOCATION;
- AI & ai_component = this->get_component<AI>();
- // Rigidbody& enemy_body
- ai_component.active = false;
+
+ this->spawned = false;
}
void EnemyScript::shoot(const vec2 & location) {