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 | 38 | ||||
| -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.cpp | 7 | ||||
| -rw-r--r-- | game/enemy/EnemyPool.h | 10 | ||||
| -rw-r--r-- | game/enemy/EnemyScript.cpp | 109 | ||||
| -rw-r--r-- | game/enemy/EnemyScript.h | 31 | ||||
| -rw-r--r-- | game/enemy/EnemySubScene.cpp | 101 | ||||
| -rw-r--r-- | game/enemy/EnemySubScene.h | 10 | 
15 files changed, 474 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..ba27b9d --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,38 @@ +#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(); +	Rigidbody& bullet_body = this->get_component<Rigidbody>(); +	//move +	transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); +	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..488dc03 --- /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 = "enemy_bullet_" + to_string(counter++); +	GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); +	 +	Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { +		.gravity_scale = 0, +		.body_type = Rigidbody::BodyType::KINEMATIC, +		 +		.linear_velocity = vec2{-300,0}, +		.kinematic_collision = false, +		.collision_layers = {COLL_LAY_MISSILE}, +		.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..2bdab2c --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,109 @@ +#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> +#include <random> +#include "../Random.h" +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript(){ +	engine.seed(rd()); +	this->last_fired = std::chrono::steady_clock::now(); +	this->shot_delay = std::chrono::duration<float>(2.5 + Random::f(0,1)); +} +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); +	this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool { +		return this->on_collide(e); +	}); +}; +void EnemyScript::fixed_update(duration_t dt) { +	if(this->alive){ +		return; +	} +    Transform& transform = this->get_component<Transform>(); +    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>(); +	 +	//transform.position += enemy_body.data.linear_velocity * dt.count(); +    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); +	// 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 > shot_delay) { +    	this->shoot(transform.position,0); +		last_fired = now; +		this->shot_delay = std::chrono::duration<float>(Random::f(0.8,4)); +	} + +} +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; +	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); +	ai_component.active = true; +	return true; +} + +bool EnemyScript::on_collide(const CollisionEvent & e){ +	if(e.info.other.metadata.tag == "player_bullet"){ +		this->despawn_enemy(); +	} +	return false; +} +void EnemyScript::despawn_enemy(){ +	Transform& transform = this->get_component<Transform>(); +	transform.position = vec2{0,-650}; +	AI& ai_component = this->get_component<AI>(); +	// Rigidbody& enemy_body +	ai_component.active = false; +} +void EnemyScript::shoot(const vec2& location,float angle){ +	RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet"); + +	for(Transform& bullet_pos : bullet_transforms){ +		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..7babe4d --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,31 @@ +#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); +	bool on_collide(const crepe::CollisionEvent & collisionData); +	void despawn_enemy(); +	bool spawn_enemy(const SpawnEnemyEvent& e); +	private: +	std::random_device rd; +	std::default_random_engine engine; +	bool alive = false; +	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 = std::chrono::duration<float>(0); +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..43f9b33 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,101 @@ +#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, +		.max_linear_velocity = 400, +		.collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, +		.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); +}; |