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-rw-r--r--game/player/PlayerScript.cpp82
1 files changed, 78 insertions, 4 deletions
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index d45a519..14ad9cd 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -1,9 +1,11 @@
#include "PlayerScript.h"
#include "../Config.h"
+#include "../enemy/BattleScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
+#include <crepe/api/BoxCollider.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
@@ -16,6 +18,41 @@ void PlayerScript::init() {
subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
return this->on_collision(ev);
});
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ if (ev.repeat) return false;
+ return this->on_key_down(ev);
+ });
+ subscribe<KeyReleaseEvent>([this](const KeyReleaseEvent & ev) -> bool {
+ return this->on_key_up(ev);
+ });
+ this->last_fired = std::chrono::steady_clock::now();
+ this->body = get_component<Rigidbody>();
+}
+
+bool PlayerScript::on_key_down(const KeyPressEvent & ev) {
+ if (ev.repeat) return false;
+ if (ev.key == Keycode::SPACE) {
+ const vec2 UP = {0, -1};
+ this->help_kick(UP);
+ }
+ return false;
+}
+
+bool PlayerScript::on_key_up(const KeyReleaseEvent & ev) {
+ if (ev.key == Keycode::SPACE) {
+ const vec2 DOWN = {0, 1};
+ this->help_kick(DOWN);
+ }
+ return false;
+}
+
+void PlayerScript::help_kick(const vec2 & direction) {
+ // softly "kick" the player (at start/end of flight)
+ vec2 & velocity = this->body->data.linear_velocity;
+ float kick_amount = std::min(
+ velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX
+ );
+ velocity += direction * kick_amount;
}
bool PlayerScript::on_collision(const CollisionEvent & ev) {
@@ -59,7 +96,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
audio.play();
return false;
- } else if (ev.info.other.metadata.tag == "missile") {
+ } else if (ev.info.other.metadata.tag == "missile"
+ || ev.info.other.metadata.tag == "enemy_bullet") {
for (Animator & anim : animators) {
anim.active = true;
anim.set_anim(5);
@@ -91,9 +129,21 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
emitter.data.boundary.offset = vec2(0, -transform.position.y);
}
- Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
+ Rigidbody & rb = this->body;
+ if (this->get_key_state(Keycode::ENTER)) {
+
+ 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;
+ }
+ }
if (this->get_key_state(Keycode::SPACE)) {
- rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02);
+ rb.add_force_linear(
+ vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count())
+ );
+
if (prev_anim != 1) {
for (Animator & anim : animators) {
anim.active = true;
@@ -115,7 +165,8 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
current_jetpack_sound = 0;
}
} else if (transform.position.y == 195) {
- if (prev_anim != 0) {
+ Rigidbody & rb = this->body;
+ if (prev_anim != 0 && rb.data.linear_velocity.x != 0) {
for (Animator & anim : animators) {
anim.active = true;
anim.set_anim(0);
@@ -139,3 +190,26 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
}
}
}
+
+void PlayerScript::shoot(const vec2 & location, float angle) {
+ RefVector<Transform> bullet_transforms
+ = this->get_components_by_tag<Transform>("player_bullet");
+
+ for (Transform & bullet_pos : bullet_transforms) {
+ if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) {
+
+ 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_body.active = true;
+ BehaviorScript & bullet_script
+ = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id)
+ .front();
+ bullet_script.active = true;
+ return;
+ }
+ }
+}