diff options
Diffstat (limited to 'game/missile')
-rw-r--r-- | game/missile/AlertScript.cpp | 38 | ||||
-rw-r--r-- | game/missile/AlertScript.h | 11 | ||||
-rw-r--r-- | game/missile/AlertSubScene.cpp | 33 | ||||
-rw-r--r-- | game/missile/AlertSubScene.h | 8 | ||||
-rw-r--r-- | game/missile/MissilePool.cpp | 18 | ||||
-rw-r--r-- | game/missile/MissilePool.h | 11 | ||||
-rw-r--r-- | game/missile/MissileScript.cpp | 110 | ||||
-rw-r--r-- | game/missile/MissileScript.h | 20 | ||||
-rw-r--r-- | game/missile/MissileSubScene.cpp | 101 | ||||
-rw-r--r-- | game/missile/MissileSubScene.h | 12 | ||||
-rw-r--r-- | game/missile/SpawnEvent.cpp | 49 | ||||
-rw-r--r-- | game/missile/SpawnEvent.h | 20 |
12 files changed, 431 insertions, 0 deletions
diff --git a/game/missile/AlertScript.cpp b/game/missile/AlertScript.cpp new file mode 100644 index 0000000..24b4af9 --- /dev/null +++ b/game/missile/AlertScript.cpp @@ -0,0 +1,38 @@ +#include "AlertScript.h" +#include "../Config.h" + +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +using namespace crepe; + +void AlertScript::fixed_update(crepe::duration_t dt) { + const auto & cam = this->get_components_by_name<Transform>("camera").front().get(); + //missile transform + const auto & this_transform = this->get_component<Transform>(); + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + const auto & this_collider = this->get_component<CircleCollider>(); + + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + auto alert_transforms = this->get_components_by_name<Transform>("missile_alert"); + + int idx = 0; + for (int i = 0; i < missile_transforms.size(); i++) { + const auto & missile_transform = missile_transforms[i].get(); + if (this_transform.game_object_id == missile_transform.game_object_id) { + idx = i; + break; + } + } + + auto & alert_transform = alert_transforms[idx].get(); + alert_transform.position.x = cam.position.x + (VIEWPORT_X / 2 - 100); + alert_transform.position.y = this_transform.position.y; + + // check if transform is in camera view + if (this_transform.position.x > cam.position.x - (VIEWPORT_X / 2) + && this_transform.position.x < cam.position.x + (VIEWPORT_X / 2)) { + alert_sprites[idx].get().active = false; + } +} diff --git a/game/missile/AlertScript.h b/game/missile/AlertScript.h new file mode 100644 index 0000000..5b0b3a1 --- /dev/null +++ b/game/missile/AlertScript.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Script.h> + +class AlertScript : public crepe::Script { +private: + bool has_alert = false; + +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/AlertSubScene.cpp b/game/missile/AlertSubScene.cpp new file mode 100644 index 0000000..5bce5ac --- /dev/null +++ b/game/missile/AlertSubScene.cpp @@ -0,0 +1,33 @@ +#include "AlertSubScene.h" +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; + +MissileAlert::MissileAlert(Scene & scn) { + GameObject alert = scn.new_object("missile_alert", "missile_alert", {0, 0}, 0, 1); + + Asset missile_alert_ss {"asset/obstacles/missile/missileAlert.png"}; + + auto & missile_alert_sprite = alert.add_component<Sprite>( + missile_alert_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 100}, + } + ); + + auto & missile_alert_anim = alert.add_component<Animator>( + missile_alert_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missile_alert_anim.set_anim(1); + missile_alert_sprite.active = false; +} diff --git a/game/missile/AlertSubScene.h b/game/missile/AlertSubScene.h new file mode 100644 index 0000000..8ea288f --- /dev/null +++ b/game/missile/AlertSubScene.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissileAlert { +public: + MissileAlert(crepe::Scene & scn); +}; diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp new file mode 100644 index 0000000..23f03c9 --- /dev/null +++ b/game/missile/MissilePool.cpp @@ -0,0 +1,18 @@ +#include "MissilePool.h" +#include "MissileSubScene.h" +#include "missile/AlertSubScene.h" + +#include <crepe/api/Scene.h> + +using namespace std; +using namespace crepe; + +MissilePool::MissilePool(Scene & scn) { + int amount = 0; + MissileSubScene missile; + while (amount < this->MAX_MISSILE_COUNT) { + MissileAlert alert(scn); + missile.create(scn); + amount++; + } +} diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h new file mode 100644 index 0000000..296701e --- /dev/null +++ b/game/missile/MissilePool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissilePool { +public: + MissilePool(crepe::Scene & scn); + +private: + static constexpr unsigned int MAX_MISSILE_COUNT = 5; +}; diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp new file mode 100644 index 0000000..bcc4f5b --- /dev/null +++ b/game/missile/MissileScript.cpp @@ -0,0 +1,110 @@ +#include "MissileScript.h" +#include "../Config.h" +#include <cmath> + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/system/CollisionSystem.h> +#include <crepe/types.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 collider = this->get_component<CircleCollider>(); + auto & fly_sound = this->get_components<AudioSource>().front().get(); + auto & this_script = this->get_components<BehaviorScript>().front().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; + collider.active = false; + 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(); + //anim[3].get().active = true; + + sprites[0].get().active = true; + sprites[1].get().active = true; + sprites[2].get().active = false; + //sprites[3].get().active = true; +} + +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(); +} diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h new file mode 100644 index 0000000..a492e18 --- /dev/null +++ b/game/missile/MissileScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> + +class MissileScript : public crepe::Script { +private: + bool on_collision(const crepe::CollisionEvent & ev); + + bool seeking_disabled; + + // will be used to calculate when ai will be stopped + static constexpr int X_RANGE = 90; + bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player); + void kill_missile(); + void activate(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp new file mode 100644 index 0000000..d325050 --- /dev/null +++ b/game/missile/MissileSubScene.cpp @@ -0,0 +1,101 @@ +#include "MissileSubScene.h" +#include "../Config.h" +#include "../missile/MissileScript.h" +#include "Random.h" +#include "missile/AlertScript.h" + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> + +using namespace crepe; + +void MissileSubScene::create(crepe::Scene & scn) { + GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1); + + Asset missle_ss {"asset/obstacles/missile/missile.png"}; + Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"}; + Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"}; + Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"}; + Asset missile_fire {"asset/sfx/missile_launch.ogg"}; + + missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false; + missle.add_component<BehaviorScript>().set_script<AlertScript>(); + + auto & sound = missle.add_component<AudioSource>(missile_fire); + sound.volume = 0.5; + auto & sound2 = missle.add_component<AudioSource>(explosion_sound); + sound2.volume = 3; + + // sprites + auto & missle_sprite = missle.add_component<Sprite>( + missle_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + } + ); + + auto & missle_thruster_sprite = missle.add_component<Sprite>( + missle_thruster_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + .position_offset = {-20, 0}, + } + ); + + auto & missile_explosion_sprite = missle.add_component<Sprite>( + missile_explosion_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 50}, + } + ); + + // Animations + missle.add_component<Animator>( + missle_sprite, ivec2 {32, 32}, uvec2 {4, 1}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missle.add_component<Animator>( + missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + auto & explosion_anim = missle.add_component<Animator>( + missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1}, + Animator::Data { + .fps = 10, + } + ); + + missile_explosion_sprite.active = false; + explosion_anim.active = false; + + missle.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = Random::f(250, 200), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); + + missle.add_component<CircleCollider>(3).active = false; + + auto & missle_ai = missle.add_component<AI>(1000); +} diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h new file mode 100644 index 0000000..9ea422a --- /dev/null +++ b/game/missile/MissileSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class MissileSubScene { +public: + MissileSubScene() = default; + + void create(crepe::Scene & scn); +}; diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp new file mode 100644 index 0000000..c7209b7 --- /dev/null +++ b/game/missile/SpawnEvent.cpp @@ -0,0 +1,49 @@ +#include "SpawnEvent.h" +#include "Random.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <cstdlib> + +using namespace crepe; + +void MissileSpawnEventHandler::init() { + subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool { + return this->on_event(ev); + }); +} + +bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { + auto missile_transforms = this->get_components_by_name<Transform>("missile"); + auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert"); + auto alert_transforms = this->get_components_by_name<Transform>("missile_alert"); + auto colliders = this->get_components_by_name<CircleCollider>("missile"); + auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile"); + auto missile_audiosources = this->get_components_by_name<AudioSource>("missile"); + auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get(); + + for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) { + auto & script = missile_behaviorscripts[i * 2].get(); + if (script.active) continue; + script.active = true; + colliders[i].get().active = true; + missile_audiosources[i * 2].get().play(); + + auto & transform = missile_transforms[i].get(); + transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; + transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE); + + auto & alert_transform = alert_transforms[i].get(); + auto & alert_sprite = alert_sprites[i].get(); + alert_sprite.active = true; + break; + } + + return false; +} diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h new file mode 100644 index 0000000..58293d7 --- /dev/null +++ b/game/missile/SpawnEvent.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +#include "../Config.h" + +struct MissileSpawnEvent : public crepe::Event {}; + +class MissileSpawnEventHandler : public crepe::Script { +private: + static constexpr int MISSILE_OFFSET = VIEWPORT_X; + static constexpr int RANGE = GAME_HEIGHT / 4; + static constexpr int MIN_RANGE = -RANGE; + static constexpr int MAX_RANGE = RANGE; + +public: + void init(); + bool on_event(const MissileSpawnEvent & ev); +}; |