aboutsummaryrefslogtreecommitdiff
path: root/game/prefab/ZapperPoolScript.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'game/prefab/ZapperPoolScript.cpp')
-rw-r--r--game/prefab/ZapperPoolScript.cpp73
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 {};
+}
+