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-rw-r--r--game/missile/MissileScript.cpp105
1 files changed, 105 insertions, 0 deletions
diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp
new file mode 100644
index 0000000..6d0e40e
--- /dev/null
+++ b/game/missile/MissileScript.cpp
@@ -0,0 +1,105 @@
+#include "MissileScript.h"
+#include "../Config.h"
+#include "api/BehaviorScript.h"
+
+#include <crepe/api/Animator.h>
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Transform.h>
+#include <crepe/system/CollisionSystem.h>
+#include <crepe/types.h>
+
+#include <cmath>
+#include <crepe/api/AI.h>
+#include <crepe/api/KeyCodes.h>
+#include <crepe/api/Sprite.h>
+
+using namespace std;
+using namespace crepe;
+
+void MissileScript::init() {
+ subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
+ return this->on_collision(ev);
+ });
+ this->seeking_disabled = false;
+}
+void MissileScript::kill_missile() {
+ auto animations = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+ auto & fly_sound = this->get_components<AudioSource>().front().get();
+ auto & this_script = this->get_components<BehaviorScript>().back().get();
+
+ animations[0].get().active = false;
+ animations[1].get().active = false;
+ animations[2].get().active = true;
+ sprites[0].get().active = false;
+ sprites[1].get().active = false;
+ sprites[2].get().active = true;
+
+ this_script.active = false;
+ this->seeking_disabled = false;
+
+ fly_sound.stop();
+}
+void MissileScript::activate() {
+ auto anim = this->get_components<Animator>();
+ auto sprites = this->get_components<Sprite>();
+
+ anim[0].get().active = true;
+ anim[1].get().active = true;
+ anim[2].get().stop();
+ sprites[0].get().active = true;
+ sprites[1].get().active = true;
+ sprites[2].get().active = false;
+}
+
+bool MissileScript::on_collision(const CollisionEvent & ev) {
+ auto & explosion_sound = this->get_components<AudioSource>().back().get();
+
+ this->kill_missile();
+ explosion_sound.play();
+
+ return false;
+}
+
+bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) {
+ return fabs(missile.position.x - player.position.x) <= this->X_RANGE;
+}
+
+void MissileScript::fixed_update(crepe::duration_t dt) {
+ auto & explosion_anim = this->get_components<Animator>().back().get();
+ auto & missile = this->get_component<Transform>();
+ auto & m_ai = this->get_component<AI>();
+
+ const auto & player = this->get_components_by_name<Transform>("player").front().get();
+ const auto & cam = this->get_components_by_name<Transform>("camera").front().get();
+ const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity;
+
+ if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) {
+ this->kill_missile();
+ return;
+ }
+
+ // check if animation is at the end
+ if (explosion_anim.data.row == 7) {
+ this->activate();
+ this->seeking_disabled = false;
+ }
+
+ if (this->seeking_disabled) {
+ m_ai.seek_off();
+ } else {
+ m_ai.seek_target = player.position;
+ m_ai.seek_on();
+
+ if (is_in_x_range(missile, player)) {
+ this->seeking_disabled = true;
+ m_ai.seek_off();
+ }
+ }
+
+ vec2 angle_pos = velocity;
+ float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI);
+
+ missile.rotation = angle;
+ missile.position += velocity * dt.count();
+}