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-rw-r--r--game/preview/PrevPlayerScript.cpp157
1 files changed, 157 insertions, 0 deletions
diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp
new file mode 100644
index 0000000..ae25dad
--- /dev/null
+++ b/game/preview/PrevPlayerScript.cpp
@@ -0,0 +1,157 @@
+#include "PrevPlayerScript.h"
+
+#include "../missile/SpawnEvent.h"
+
+#include <crepe/api/AudioSource.h>
+#include <crepe/api/Camera.h>
+#include <crepe/api/Transform.h>
+#include <crepe/manager/SaveManager.h>
+
+using namespace crepe;
+
+bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) {
+ switch (ev.key) {
+ case Keycode::A:
+ this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed;
+ this->body->data.flip = {true, false};
+ this->head->data.flip = {true, false};
+ break;
+ case Keycode::D:
+ this->get_component<Rigidbody>().data.linear_velocity.x = move_speed;
+ this->body->data.flip = {false, false};
+ this->head->data.flip = {false, false};
+ break;
+ case Keycode::D0:
+ this->body_anim->set_anim(0);
+ this->head_anim->set_anim(0);
+ break;
+ case Keycode::D1:
+ this->body_anim->set_anim(1);
+ this->head_anim->set_anim(1);
+ break;
+ case Keycode::D2:
+ this->body_anim->set_anim(2);
+ this->head_anim->set_anim(2);
+ break;
+ case Keycode::D3:
+ this->body_anim->set_anim(3);
+ this->head_anim->set_anim(3);
+ break;
+ case Keycode::D4:
+ this->body_anim->set_anim(4);
+ this->head_anim->set_anim(4);
+ break;
+ case Keycode::D5:
+ this->body_anim->set_anim(5);
+ this->head_anim->set_anim(5);
+ break;
+ case Keycode::D6:
+ this->body_anim->set_anim(6);
+ this->head_anim->set_anim(6);
+ break;
+ case Keycode::D7:
+ this->body_anim->set_anim(7);
+ this->head_anim->set_anim(7);
+ break;
+ case Keycode::LEFT:
+ this->get_component<Transform>().rotation += 10;
+ break;
+ case Keycode::RIGHT:
+ this->get_component<Transform>().rotation -= 10;
+ break;
+ case Keycode::UP:
+ this->head->data.position_offset += 10;
+ break;
+ case Keycode::DOWN:
+ this->head->data.position_offset -= 10;
+ break;
+ case Keycode::P:
+ this->get_components_by_name<AudioSource>("background_music").front().get().active
+ = true;
+ break;
+ case Keycode::J:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ -= move_speed;
+ break;
+ case Keycode::K:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ -= move_speed;
+ break;
+ case Keycode::L:
+ this->get_components_by_name<Transform>("camera").front().get().position.x
+ += move_speed;
+ break;
+ case Keycode::I:
+ this->get_components_by_name<Transform>("camera").front().get().position.y
+ += move_speed;
+ break;
+ case Keycode::M:
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ break;
+ default:
+ break;
+ }
+ return false;
+}
+
+void PrevPlayerScript::init() {
+ this->rb = get_component<Rigidbody>();
+
+ auto animations = this->get_components<Animator>();
+ body_anim = animations[0];
+ head_anim = animations[1];
+
+ auto sprites = this->get_components<Sprite>();
+ body = sprites[0];
+ head = sprites[1];
+
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ return this->key_pressed(ev);
+ });
+ subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool {
+ if (ev.repeat) return false;
+ return this->on_key_down(ev);
+ });
+ subscribe<KeyReleaseEvent>([this](const KeyReleaseEvent & ev) -> bool {
+ return this->on_key_up(ev);
+ });
+};
+
+void PrevPlayerScript::fixed_update(crepe::duration_t dt) {
+ if (this->get_key_state(Keycode::SPACE)) {
+ this->rb->add_force_linear(
+ vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count())
+ );
+ }
+
+ auto & savemgr = this->get_save_manager();
+ const auto & pos = this->get_component<Transform>().position;
+
+ savemgr.set("player_x", pos.x);
+ savemgr.set("player_y", pos.y);
+};
+
+bool PrevPlayerScript::on_key_down(const KeyPressEvent & ev) {
+ if (ev.key == Keycode::SPACE) {
+ const vec2 UP = {0, -1};
+ this->help_kick(UP);
+ }
+ return false;
+}
+
+bool PrevPlayerScript::on_key_up(const KeyReleaseEvent & ev) {
+ if (ev.key == Keycode::SPACE) {
+ const vec2 DOWN = {0, 1};
+ this->help_kick(DOWN);
+ }
+ return false;
+}
+
+void PrevPlayerScript::help_kick(const vec2 & direction) {
+ // softly "kick" the player (at start/end of flight)
+ vec2 & velocity = this->rb->data.linear_velocity;
+ float kick_amount = std::min(
+ velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX
+ );
+ velocity += direction * kick_amount;
+}