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-rw-r--r--game/enemy/BattleScript.cpp53
-rw-r--r--game/enemy/BattleScript.h20
-rw-r--r--game/enemy/BattleWonEvent.h5
-rw-r--r--game/enemy/EnemyBulletPool.cpp8
-rw-r--r--game/enemy/EnemyBulletPool.h10
-rw-r--r--game/enemy/EnemyBulletScript.cpp36
-rw-r--r--game/enemy/EnemyBulletScript.h11
-rw-r--r--game/enemy/EnemyBulletSubScene.cpp51
-rw-r--r--game/enemy/EnemyBulletSubScene.h10
-rw-r--r--game/enemy/EnemyPool.cpp7
-rw-r--r--game/enemy/EnemyPool.h10
-rw-r--r--game/enemy/EnemyScript.cpp96
-rw-r--r--game/enemy/EnemyScript.h30
-rw-r--r--game/enemy/EnemySubScene.cpp102
-rw-r--r--game/enemy/EnemySubScene.h10
15 files changed, 459 insertions, 0 deletions
diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp
new file mode 100644
index 0000000..463ddf3
--- /dev/null
+++ b/game/enemy/BattleScript.cpp
@@ -0,0 +1,53 @@
+#include <iostream>
+#include "BattleScript.h"
+#include <crepe/api/AI.h>
+#include "EnemyScript.h"
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Metadata.h>
+#include "BattleWonEvent.h"
+#include "EnemyScript.h"
+using namespace std;
+using namespace crepe;
+// stop player movement
+// spawn enemies
+// resume game once enemies are defeated
+// optional: spawn lazers during fight
+BattleScript::BattleScript(){
+ engine.seed(rd());
+}
+void BattleScript::init(){
+ std::uniform_int_distribution<int> dist(2,10);
+ int random_enemy_amount = dist(this->engine);
+ // this->create_battle(random_enemy_amount);
+ this->subscribe<BattleStartEvent>([this](const BattleStartEvent& e) -> bool {
+ return this->create_battle(e);
+ });
+}
+void BattleScript::fixed_update(duration_t dt){
+ bool enemies_alive = false;
+ RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy");
+
+ for(BehaviorScript& script : enemy_scripts){
+ if(script.active){
+ enemies_alive = true;
+ }
+ }
+ if(!enemies_alive){
+ this->trigger_event<BattleWonEvent>();
+ }
+}
+bool BattleScript::create_battle(const BattleStartEvent& e){
+ RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy");
+ std::uniform_real_distribution<float> dist(10,30);
+ for(int i = 0; i < e.num_enemies;i++){
+ BehaviorScript& script = enemy_scripts[i];
+ script.active = true;
+ this->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{
+ .speed = dist(engine),
+ .column = i,
+ },script.game_object_id);
+
+ }
+ return true;
+}
+
diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h
new file mode 100644
index 0000000..d239e70
--- /dev/null
+++ b/game/enemy/BattleScript.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <crepe/api/Script.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Event.h>
+#include <random>
+struct BattleStartEvent : public crepe::Event{
+ public:
+ int num_enemies = 0;
+};
+class BattleScript : public crepe::Script{
+ public:
+ BattleScript();
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+ private:
+ std::random_device rd;
+ std::default_random_engine engine;
+ bool create_battle(const BattleStartEvent& e);
+};
diff --git a/game/enemy/BattleWonEvent.h b/game/enemy/BattleWonEvent.h
new file mode 100644
index 0000000..a48dbad
--- /dev/null
+++ b/game/enemy/BattleWonEvent.h
@@ -0,0 +1,5 @@
+#pragma once
+#include <crepe/api/Event.h>
+struct BattleWonEvent : public crepe::Event{
+
+};
diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp
new file mode 100644
index 0000000..6ebd50a
--- /dev/null
+++ b/game/enemy/EnemyBulletPool.cpp
@@ -0,0 +1,8 @@
+#include "EnemyBulletSubScene.h"
+#include "EnemyBulletPool.h"
+using namespace std;
+
+void EnemyBulletPool::create_bullets(crepe::Scene & scn) {
+ EnemyBulletSubScene bullet;
+ while(bullet.create(scn) < this->MAXIMUM_AMOUNT);
+}
diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h
new file mode 100644
index 0000000..e0de02c
--- /dev/null
+++ b/game/enemy/EnemyBulletPool.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class EnemyBulletPool {
+public:
+ void create_bullets(crepe::Scene & scn);
+private:
+ static constexpr int MAXIMUM_AMOUNT = 20;
+};
diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp
new file mode 100644
index 0000000..561d086
--- /dev/null
+++ b/game/enemy/EnemyBulletScript.cpp
@@ -0,0 +1,36 @@
+#include <iostream>
+#include "EnemyBulletScript.h"
+#include <crepe/api/Camera.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Metadata.h>
+using namespace crepe;
+using namespace std;
+void EnemyBulletScript::init(){
+ this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
+ return this->on_collide(e);
+ });
+}
+void EnemyBulletScript::fixed_update(crepe::duration_t dt){
+ 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 despawn_location = cam_transform.position.x - half_screen.x - 50;
+ if(transform.position.x < despawn_location){
+ this->despawn_bullet();
+ }
+}
+
+void EnemyBulletScript::despawn_bullet(){
+ Transform& transform = this->get_component<Transform>();
+ Rigidbody& bullet_body = this->get_component<Rigidbody>();
+ bullet_body.active = false;
+ transform.position = {0,-750};
+}
+
+bool EnemyBulletScript::on_collide(const CollisionEvent& e){
+ cout << "collision happened with " << e.info.other.metadata.tag << endl;
+ //this->despawn_bullet();
+ return false;
+}
diff --git a/game/enemy/EnemyBulletScript.h b/game/enemy/EnemyBulletScript.h
new file mode 100644
index 0000000..822387f
--- /dev/null
+++ b/game/enemy/EnemyBulletScript.h
@@ -0,0 +1,11 @@
+#pragma once
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Script.h>
+
+class EnemyBulletScript : public crepe::Script{
+ public:
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+ bool on_collide(const crepe::CollisionEvent& e);
+ void despawn_bullet();
+};
diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp
new file mode 100644
index 0000000..1660607
--- /dev/null
+++ b/game/enemy/EnemyBulletSubScene.cpp
@@ -0,0 +1,51 @@
+#include <string>
+
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+#include <crepe/api/AI.h>
+#include "../Config.h"
+
+
+#include "EnemyBulletSubScene.h"
+#include "EnemyScript.h"
+#include "EnemyBulletScript.h"
+using namespace crepe;
+using namespace std;
+int EnemyBulletSubScene::create(Scene & scn){
+ vec2 size = {20, 20};
+
+ static int counter = 0;
+ string unique_name = "enemyBullet_" + to_string(counter++);
+ GameObject bullet = scn.new_object(unique_name.c_str(),"EnemyBullet",vec2{0,-750},0,1);
+
+ Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 0,
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ .linear_velocity = vec2{-300,0},
+ .collision_layers = {COLL_LAY_PLAYER},
+ .collision_layer = COLL_LAY_BULLET,
+
+
+ });
+ bullet_body.active = false;
+ BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 40));
+ bullet_collider.active = false;
+ Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"};
+ Sprite & bullet_sprite = bullet.add_component<Sprite>(
+ bullet_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(60,0),
+ }
+ );
+ bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>();
+ return counter;
+}
diff --git a/game/enemy/EnemyBulletSubScene.h b/game/enemy/EnemyBulletSubScene.h
new file mode 100644
index 0000000..a7e30d7
--- /dev/null
+++ b/game/enemy/EnemyBulletSubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class EnemyBulletSubScene {
+public:
+ int create(crepe::Scene & scn);
+};
diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp
new file mode 100644
index 0000000..b5160db
--- /dev/null
+++ b/game/enemy/EnemyPool.cpp
@@ -0,0 +1,7 @@
+#include "EnemySubScene.h"
+#include "EnemyPool.h"
+using namespace std;
+void EnemyPool::create_enemies(crepe::Scene & scn) {
+ EnemySubScene enemy;
+ while(enemy.create(scn) < this->MAXIMUM_AMOUNT);
+}
diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h
new file mode 100644
index 0000000..916b930
--- /dev/null
+++ b/game/enemy/EnemyPool.h
@@ -0,0 +1,10 @@
+#pragma once
+
+#include <crepe/api/Scene.h>
+
+class EnemyPool {
+public:
+ void create_enemies(crepe::Scene & scn);
+private:
+ static constexpr int MAXIMUM_AMOUNT = 10;
+};
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;
+ }
+ }
+}
diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h
new file mode 100644
index 0000000..35d2626
--- /dev/null
+++ b/game/enemy/EnemyScript.h
@@ -0,0 +1,30 @@
+#pragma once
+#include <crepe/api/Event.h>
+#include <crepe/api/Script.h>
+#include <crepe/api/Event.h>
+#include <crepe/api/Camera.h>
+#include <random>
+#include <chrono>
+struct SpawnEnemyEvent : public crepe::Event{
+ float speed = 0;
+ int column = 0;
+};
+class EnemyScript : public crepe::Script {
+ public:
+ EnemyScript();
+ void init() override;
+ void fixed_update(crepe::duration_t dt) override;
+ void shoot(const crepe::vec2& position,float angle);
+ void onCollide(const crepe::CollisionEvent & collisionData);
+ bool spawn_enemy(const SpawnEnemyEvent& e);
+ private:
+ std::random_device rd;
+ std::default_random_engine engine;
+
+ float speed = 50;
+ const float MIN_SPEED = 10;
+ const float MAX_SPEED = 130;
+ const float MAX_DISTANCE = 100;
+ std::chrono::time_point<std::chrono::steady_clock> last_fired;
+ std::chrono::duration<float> shot_delay;
+};
diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp
new file mode 100644
index 0000000..5618829
--- /dev/null
+++ b/game/enemy/EnemySubScene.cpp
@@ -0,0 +1,102 @@
+#include <string>
+
+#include "EnemySubScene.h"
+#include "EnemyScript.h"
+#include <crepe/api/GameObject.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/BoxCollider.h>
+#include <crepe/api/CircleCollider.h>
+#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Animator.h>
+#include <crepe/api/Sprite.h>
+
+#include <crepe/api/AI.h>
+#include "../Config.h"
+using namespace crepe;
+using namespace std;
+int EnemySubScene::create(Scene & scn){
+ vec2 size = {20, 20};
+
+ static int enemy_counter = 0;
+ string unique_name = "enemy_" + to_string(enemy_counter++);
+ GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1);
+
+ enemy.add_component<Rigidbody>(Rigidbody::Data {
+ .gravity_scale = 0,
+
+ .body_type = Rigidbody::BodyType::DYNAMIC,
+ // .collision_layers
+ // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER},
+ .max_linear_velocity = 400,
+ .collision_layer = COLL_LAY_ENEMY,
+
+ });
+ Asset enemy_body_asset {"asset/workers/worker2Body.png"};
+ enemy.add_component<BoxCollider>(vec2(50, 50));
+ Sprite & enemy_body_sprite = enemy.add_component<Sprite>(
+ enemy_body_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 0,
+ .size = vec2(0, 50),
+ }
+ );
+ Animator& body_animator = enemy.add_component<Animator>(
+ enemy_body_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .col = 3,
+ .row = 1,
+
+ .looping = false,
+ }
+ );
+ body_animator.pause();
+ enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0));
+ Asset enemy_head_asset {"asset/workers/worker2Head.png"};
+ Sprite & enemy_head_sprite = enemy.add_component<Sprite>(
+ enemy_head_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 1,
+ .size = vec2(0, 50),
+ .position_offset = vec2(0, -20),
+ }
+ );
+ enemy.add_component<Animator>(
+ enemy_head_sprite, ivec2(32, 32), uvec2(4, 8),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+ enemy.add_component<CircleCollider>(25, vec2(0, -20));
+ Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"};
+ Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>(
+ enemy_jetpack_asset,
+ Sprite::Data {
+ .flip = {true,false},
+ .sorting_in_layer = SORT_IN_LAY_PLAYER,
+ .order_in_layer = 2,
+ .size = vec2(0, 60),
+ .position_offset = vec2(20, 0),
+ }
+ );
+ enemy_jetpack_sprite.active = true;
+ enemy.add_component<Animator>(
+ enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4),
+ Animator::Data {
+ .fps = 5,
+ .looping = true,
+ }
+ );
+
+ AI& ai_component = enemy.add_component<AI>(3000);
+ ai_component.path_follow_on();
+ BehaviorScript& enemy_script = enemy.add_component<BehaviorScript>().set_script<EnemyScript>();
+ enemy_script.active = false;
+ return enemy_counter;
+}
diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h
new file mode 100644
index 0000000..a24020b
--- /dev/null
+++ b/game/enemy/EnemySubScene.h
@@ -0,0 +1,10 @@
+#pragma once
+
+namespace crepe {
+class Scene;
+}
+
+class EnemySubScene {
+public:
+ int create(crepe::Scene & scn);
+};