aboutsummaryrefslogtreecommitdiff
path: root/game/player/PlayerScript.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/player/PlayerScript.cpp')
-rw-r--r--game/player/PlayerScript.cpp32
1 files changed, 19 insertions, 13 deletions
diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp
index 7bc5e55..d32da0b 100644
--- a/game/player/PlayerScript.cpp
+++ b/game/player/PlayerScript.cpp
@@ -4,9 +4,9 @@
#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/BoxCollider.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
@@ -60,7 +60,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) {
audio.play();
return false;
- } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") {
+ } 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);
@@ -91,19 +92,19 @@ 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{
+ this->trigger_event<BattleStartEvent>(BattleStartEvent {
.num_enemies = 5,
});
}
- if(this->get_key_state(Keycode::ENTER)){
+ 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);
+ this->shoot(transform.position, 0);
last_fired = now;
}
}
@@ -155,18 +156,23 @@ 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");
+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){
+ 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();
+ 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();
+ BehaviorScript & bullet_script
+ = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id)
+ .front();
bullet_script.active = true;
return;
}