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-rw-r--r--game/missile/AlertScript.cpp38
-rw-r--r--game/missile/AlertScript.h11
-rw-r--r--game/missile/AlertSubScene.cpp33
-rw-r--r--game/missile/AlertSubScene.h8
-rw-r--r--game/missile/MissilePool.cpp2
-rw-r--r--game/missile/MissileScript.cpp21
-rw-r--r--game/missile/MissileSubScene.cpp12
-rw-r--r--game/missile/SpawnEvent.cpp20
8 files changed, 121 insertions, 24 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
index e549210..23f03c9 100644
--- a/game/missile/MissilePool.cpp
+++ b/game/missile/MissilePool.cpp
@@ -1,5 +1,6 @@
#include "MissilePool.h"
#include "MissileSubScene.h"
+#include "missile/AlertSubScene.h"
#include <crepe/api/Scene.h>
@@ -10,6 +11,7 @@ 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/MissileScript.cpp b/game/missile/MissileScript.cpp
index 6d0e40e..bcc4f5b 100644
--- a/game/missile/MissileScript.cpp
+++ b/game/missile/MissileScript.cpp
@@ -1,18 +1,19 @@
#include "MissileScript.h"
#include "../Config.h"
-#include "api/BehaviorScript.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>
-#include <cmath>
-#include <crepe/api/AI.h>
-#include <crepe/api/KeyCodes.h>
-#include <crepe/api/Sprite.h>
-
using namespace std;
using namespace crepe;
@@ -25,8 +26,9 @@ void MissileScript::init() {
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>().back().get();
+ auto & this_script = this->get_components<BehaviorScript>().front().get();
animations[0].get().active = false;
animations[1].get().active = false;
@@ -34,7 +36,7 @@ void MissileScript::kill_missile() {
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;
@@ -47,9 +49,12 @@ void MissileScript::activate() {
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) {
diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp
index 6719c3d..d325050 100644
--- a/game/missile/MissileSubScene.cpp
+++ b/game/missile/MissileSubScene.cpp
@@ -1,6 +1,8 @@
#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>
@@ -10,14 +12,10 @@
#include <crepe/api/Scene.h>
#include <crepe/api/Sprite.h>
#include <crepe/types.h>
-#include <random>
using namespace crepe;
void MissileSubScene::create(crepe::Scene & scn) {
- std::random_device rd;
- std::mt19937 gen(rd());
-
GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1);
Asset missle_ss {"asset/obstacles/missile/missile.png"};
@@ -27,6 +25,7 @@ void MissileSubScene::create(crepe::Scene & scn) {
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;
@@ -88,16 +87,15 @@ void MissileSubScene::create(crepe::Scene & scn) {
missile_explosion_sprite.active = false;
explosion_anim.active = false;
- std::uniform_int_distribution<> dist(200, 250);
missle.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::KINEMATIC,
- .max_linear_velocity = static_cast<float>(dist(gen)),
+ .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);
+ missle.add_component<CircleCollider>(3).active = false;
auto & missle_ai = missle.add_component<AI>(1000);
}
diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp
index 03a9b8c..c7209b7 100644
--- a/game/missile/SpawnEvent.cpp
+++ b/game/missile/SpawnEvent.cpp
@@ -1,14 +1,15 @@
#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>
-#include <random>
using namespace crepe;
@@ -18,28 +19,29 @@ void MissileSpawnEventHandler::init() {
});
}
-std::random_device rd;
-std::mt19937 gen(rd());
-
bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
- auto missile_sprites = this->get_components_by_name<Sprite>("missile");
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].get();
+ 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;
- std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE);
- transform.position.y = dist(gen);
+ 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;
}