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-rw-r--r--game/player/PlayerScript.cpp44
1 files changed, 41 insertions, 3 deletions
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index d45a519..4e253f4 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -1,11 +1,13 @@
+#include <iostream>
#include "PlayerScript.h"
#include "../Config.h"
-
+#include "../enemy/BattleScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
+#include <crepe/api/BoxCollider.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
@@ -16,8 +18,8 @@ void PlayerScript::init() {
subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
return this->on_collision(ev);
});
+ this->last_fired = std::chrono::steady_clock::now();
}
-
bool PlayerScript::on_collision(const CollisionEvent & ev) {
BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front();
BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back();
@@ -90,8 +92,22 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
for (ParticleEmitter & emitter : emitters) {
emitter.data.boundary.offset = vec2(0, -transform.position.y);
}
-
+
Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
+ if (this->get_key_state(Keycode::P)) {
+ this->trigger_event<BattleStartEvent>(BattleStartEvent{
+ .num_enemies = 5,
+ });
+ }
+ 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);
if (prev_anim != 1) {
@@ -139,3 +155,25 @@ void PlayerScript::fixed_update(crepe::duration_t dt) {
}
}
}
+
+void PlayerScript::shoot(const vec2& location,float angle){
+ cout << "player shot" << endl;
+ RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("PlayerBullet");
+
+ for(Transform& bullet_pos : bullet_transforms){
+ //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl;
+ if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){
+
+ cout << "bullet found\n";
+ bullet_pos.position = location;
+ bullet_pos.position.x += 20;
+ cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl;
+ 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;
+ }
+ }
+ cout << "bullet not found\n";
+}