diff options
Diffstat (limited to 'game/enemy/EnemyScript.cpp')
-rw-r--r-- | game/enemy/EnemyScript.cpp | 88 |
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) { |