diff options
Diffstat (limited to 'game/enemy')
-rw-r--r-- | game/enemy/BattleScript.cpp | 53 | ||||
-rw-r--r-- | game/enemy/BattleScript.h | 20 | ||||
-rw-r--r-- | game/enemy/BattleWonEvent.h | 5 | ||||
-rw-r--r-- | game/enemy/EnemyBulletPool.cpp | 8 | ||||
-rw-r--r-- | game/enemy/EnemyBulletPool.h | 10 | ||||
-rw-r--r-- | game/enemy/EnemyBulletScript.cpp | 36 | ||||
-rw-r--r-- | game/enemy/EnemyBulletScript.h | 11 | ||||
-rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 51 | ||||
-rw-r--r-- | game/enemy/EnemyBulletSubScene.h | 10 | ||||
-rw-r--r-- | game/enemy/EnemyPool.h | 2 | ||||
-rw-r--r-- | game/enemy/EnemyScript.cpp | 96 | ||||
-rw-r--r-- | game/enemy/EnemyScript.h | 29 | ||||
-rw-r--r-- | game/enemy/EnemySubScene.cpp | 44 |
13 files changed, 362 insertions, 13 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.h b/game/enemy/EnemyPool.h index e2b9ddd..916b930 100644 --- a/game/enemy/EnemyPool.h +++ b/game/enemy/EnemyPool.h @@ -6,5 +6,5 @@ class EnemyPool { public: void create_enemies(crepe::Scene & scn); private: - static constexpr int MAXIMUM_AMOUNT = 100; + static constexpr int MAXIMUM_AMOUNT = 10; }; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index e69de29..1fbefaa 100644 --- a/game/enemy/EnemyScript.cpp +++ 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 index 0ecf050..35d2626 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -1,7 +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 update() override; - void onCollide(const CollisionEvent & collisionData); + 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 index 4a567b9..5618829 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,6 +1,7 @@ #include <string> #include "EnemySubScene.h" +#include "EnemyScript.h" #include <crepe/api/GameObject.h> #include <crepe/api/Scene.h> #include <crepe/api/BoxCollider.h> @@ -9,37 +10,56 @@ #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 coin_counter = 0; - string unique_name = "enemy_" + to_string(coin_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{650,0},0,1); + 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}, - .collision_layer = COLL_LAY_PLAYER, + .max_linear_velocity = 400, + .collision_layer = COLL_LAY_ENEMY, + }); - Asset enemy_body_asset {"asset/worker/worker1body.png"}; + 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/worker1Head.png"}; + 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), @@ -58,13 +78,14 @@ int EnemySubScene::create(Scene & scn){ 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), + .position_offset = vec2(20, 0), } ); - enemy_jetpack_sprite.active = false; + enemy_jetpack_sprite.active = true; enemy.add_component<Animator>( enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), Animator::Data { @@ -72,5 +93,10 @@ int EnemySubScene::create(Scene & scn){ .looping = true, } ); - return coin_counter; + + 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; } |