diff options
Diffstat (limited to 'game/player')
-rw-r--r-- | game/player/PlayerBulletPool.cpp | 8 | ||||
-rw-r--r-- | game/player/PlayerBulletPool.h | 10 | ||||
-rw-r--r-- | game/player/PlayerBulletScript.cpp | 39 | ||||
-rw-r--r-- | game/player/PlayerBulletScript.h | 11 | ||||
-rw-r--r-- | game/player/PlayerBulletSubScene.cpp | 52 | ||||
-rw-r--r-- | game/player/PlayerBulletSubScene.h | 10 | ||||
-rw-r--r-- | game/player/PlayerEndScript.cpp | 2 | ||||
-rw-r--r-- | game/player/PlayerScript.cpp | 44 | ||||
-rw-r--r-- | game/player/PlayerScript.h | 10 | ||||
-rw-r--r-- | game/player/PlayerSubScene.cpp | 6 |
10 files changed, 183 insertions, 9 deletions
diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..63ef346 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,8 @@ +#include "PlayerBulletSubScene.h" +#include "PlayerBulletPool.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { + PlayerBulletSubScene bullet; + while(bullet.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..a8ba2fb --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class PlayerBulletPool { +public: + void create_bullets(crepe::Scene & scn); +private: + static constexpr int MAXIMUM_AMOUNT = 20; +}; diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp new file mode 100644 index 0000000..50b6617 --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,39 @@ +#include <iostream> + +#include <crepe/api/Camera.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Metadata.h> + +#include "PlayerBulletScript.h" + +using namespace crepe; +using namespace std; +void PlayerBulletScript::init(){ + this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool { + return this->on_collide(e); + }); +} +void PlayerBulletScript::fixed_update(crepe::duration_t dt){ + Transform& transform = this->get_component<Transform>(); + Camera& camera = this->get_components_by_name<Camera>("camera").front(); + Transform& cam_transform = this->get_components_by_name<Transform>("camera").front(); + + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x + half_screen.x + 50; + if(transform.position.x > despawn_location){ + this->despawn_bullet(); + } +} + +void PlayerBulletScript::despawn_bullet(){ + Transform& transform = this->get_component<Transform>(); + Rigidbody& bullet_body = this->get_component<Rigidbody>(); + bullet_body.active = false; + transform.position = {0,-850}; +} + +bool PlayerBulletScript::on_collide(const CollisionEvent& e){ + cout << "collision happened with " << e.info.other.metadata.tag << endl; + //this->despawn_bullet(); + return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..559b815 --- /dev/null +++ b/game/player/PlayerBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Script.h> + +class PlayerBulletScript : public crepe::Script{ + public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent& e); + void despawn_bullet(); +}; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp new file mode 100644 index 0000000..eb89260 --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <iostream> +#include <string> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/AI.h> +#include "../Config.h" + + +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +#include "PlayerBulletScript.h" +using namespace crepe; +using namespace std; +int PlayerBulletSubScene::create(Scene & scn){ + vec2 size = {20, 20}; + static int counter = 0; + string unique_name = "playerBullet_" + to_string(counter++); + GameObject player_bullet = scn.new_object(unique_name.c_str(),"PlayerBullet",vec2{0,-850},0,1); + + Rigidbody& player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2{300,0}, + .angular_velocity = 150, + // .collision_layers = {COLL_LAY_PLAYER}, + // .collision_layer = COLL_LAY_BULLET, + + + }); + player_bullet_body.active = false; + BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(60, 40)); + player_bullet_collider.active = false; + Asset player_bullet_asset {"asset/other_effects/crepe.png"}; + Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( + player_bullet_asset, + Sprite::Data { + .flip = {true,false}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(30,0), + } + ); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>(); + return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..4b44dc4 --- /dev/null +++ b/game/player/PlayerBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerBulletSubScene { +public: + int create(crepe::Scene & scn); +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index fb18f2f..92e48e3 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,3 +1,4 @@ +#include <iostream> #include "PlayerEndScript.h" #include "../Config.h" @@ -23,6 +24,7 @@ void PlayerEndScript::init() { } bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { + cout << "collision player" << endl; if (ev.info.other.metadata.name == "floor") { Transform & transform_player = this->get_components_by_name<Transform>("player").front(); 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"; +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..30f39c6 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -2,16 +2,20 @@ #include <crepe/api/Event.h> #include <crepe/api/Script.h> - +#include <chrono> class PlayerScript : public crepe::Script { public: void init(); void fixed_update(crepe::duration_t dt); - + private: bool on_collision(const crepe::CollisionEvent & ev); - + // bool on_key_up(const crepe::KeyReleaseEvent& ev); + void shoot(const crepe::vec2& location,float angle); private: int prev_anim = 0; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); + int current_jetpack_sound = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index f136605..be104b5 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ using namespace crepe; using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + GameObject player = scn.new_object("player", "player", vec2(300, 200)); Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; Sprite & player_bullet_sprite = player.add_component<Sprite>( @@ -147,9 +147,9 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { player.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = PLAYER_GRAVITY_SCALE, .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), + //.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), .collision_layers - = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE}, + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE,COLL_LAY_BULLET}, .collision_layer = COLL_LAY_PLAYER, }); player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; |