diff options
Diffstat (limited to 'game/prefab/ZapperPoolScript.cpp')
-rw-r--r-- | game/prefab/ZapperPoolScript.cpp | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp new file mode 100644 index 0000000..ac6ce96 --- /dev/null +++ b/game/prefab/ZapperPoolScript.cpp @@ -0,0 +1,73 @@ +#include <crepe/api/Camera.h> + +#include "../Config.h" +#include "../Random.h" + +#include "ZapperPoolScript.h" +#include "ZapperPoolSubScene.h" +#include "util/OptionalRef.h" + +using namespace crepe; +using namespace std; + +ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {} + +void ZapperPoolScript::init() { + subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) { + this->spawn_random(); + return true; + }); + + camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back(); + camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back(); +} + +void ZapperPoolScript::fixed_update(crepe::duration_t) { + float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN; + for (ZapperObject & zapper : this->pool) { + if (!zapper.active) continue; + + if (zapper.transform.position.x < threshold) + zapper.set_active(false); + } + + if (i-- > 0) return; + i = 200; + queue_event<CreateZapperEvent>(); +} + +void ZapperPoolScript::spawn_random() { + OptionalRef<ZapperObject> zapper = this->get_next_zapper(); + if (!zapper) return; // pool exhausted + + vec2 pos = { + .x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN, + .y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT, + }; + + bool horizontal = Random::b(); + float rotation, length; + + if (horizontal) { + rotation = 90; + length = Random::f(400, 200); + } else { + rotation = 0; + length = Random::f(200, 50); + if (abs(pos.y) + length / 2 > HALLWAY_HEIGHT / 2) { + // TODO: fix offset + } + } + + zapper->place(pos, rotation, length); + zapper->set_active(true); +} + +OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() { + for (ZapperObject & zapper : this->pool) { + if (zapper.active) continue; + return zapper; + } + return {}; +} + |