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-rw-r--r--game/scheduler/ObjectsScheduler.cpp120
1 files changed, 120 insertions, 0 deletions
diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp
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+++ b/game/scheduler/ObjectsScheduler.cpp
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+
+
+#include "ObjectsScheduler.h"
+
+#include "../Config.h"
+#include "../Random.h"
+#include "../enemy/EnemyScript.h"
+#include "../missile/SpawnEvent.h"
+#include "api/Rigidbody.h"
+#include "api/Transform.h"
+#include "enemy/BattleScript.h"
+#include "prefab/ZapperPoolSubScene.h"
+
+using namespace crepe;
+
+void ObjectsScheduler::preset_0() {
+ for (int i = 0; i < this->amount_of_boss_fights; i++) {
+ this->trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ }
+ if (this->amount_of_boss_fights >= 1) {
+ this->trigger_event<BattleStartEvent>(BattleStartEvent {
+ .num_enemies = Random::i(this->amount_of_boss_fights, 0),
+ .battle = false,
+ });
+ }
+}
+
+void ObjectsScheduler::preset_1() {
+ trigger_event<MissileSpawnEvent>(MissileSpawnEvent {});
+ if (this->amount_of_boss_fights >= 3) {
+ this->trigger_event<BattleStartEvent>(BattleStartEvent {
+ .num_enemies = Random::i(1, 0),
+ .battle = false,
+ });
+ }
+}
+
+void ObjectsScheduler::preset_2() {
+ trigger_event<CreateZapperEvent>(CreateZapperEvent {});
+ if (this->amount_of_boss_fights >= 2) {
+ this->trigger_event<BattleStartEvent>(BattleStartEvent {
+ .num_enemies = Random::i(2, 1),
+ .battle = false,
+ });
+ }
+}
+
+void ObjectsScheduler::preset_3() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); }
+
+void ObjectsScheduler::preset_4() {}
+
+void ObjectsScheduler::boss_fight_1() {
+ this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x = 0;
+ this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x = 0;
+
+ this->amount_of_boss_fights++;
+ this->trigger_event<BattleStartEvent>(BattleStartEvent {
+ .num_enemies = amount_of_boss_fights,
+ .battle = true,
+ });
+
+ RefVector<Rigidbody> rb_back_forest
+ = this->get_components_by_tag<Rigidbody>("forest_background");
+ for (Rigidbody & rb : rb_back_forest) {
+ rb.data.linear_velocity.x = 0;
+ }
+}
+
+bool ObjectsScheduler::boss_fight_1_event() {
+ this->get_components_by_name<Rigidbody>("camera").front().get().data.linear_velocity.x
+ = PLAYER_SPEED * 0.02;
+ this->get_components_by_name<Rigidbody>("player").front().get().data.linear_velocity.x
+ = PLAYER_SPEED * 0.02;
+
+ bool first = true;
+ RefVector<Rigidbody> rb_back_forest
+ = this->get_components_by_tag<Rigidbody>("forest_background");
+ for (Rigidbody & rb : rb_back_forest) {
+ if (first == true) {
+ rb.data.linear_velocity.x = 30;
+ first = false;
+ } else {
+ rb.data.linear_velocity.x = 40;
+ first = true;
+ }
+ }
+
+ return false;
+}
+
+void ObjectsScheduler::init() {
+ this->obstacles.push_back([this]() { preset_0(); });
+ this->obstacles.push_back([this]() { preset_1(); });
+ this->obstacles.push_back([this]() { preset_2(); });
+ this->obstacles.push_back([this]() { preset_3(); });
+ this->obstacles.push_back([this]() { preset_4(); });
+
+ this->obstacles.push_back([this]() { boss_fight_1(); });
+
+ // subscribe to battlewonevent
+ this->subscribe<BattleWonEvent>([this](const BattleWonEvent & ev) -> bool {
+ return this->boss_fight_1_event();
+ });
+}
+
+void ObjectsScheduler::fixed_update(duration_t dt) {
+ int pos_x
+ = (int) this->get_components_by_name<Transform>("camera").front().get().position.x;
+
+ int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval;
+ if (boss_check > this->last_boss_check) {
+ this->obstacles.back()();
+ this->last_boss_check = boss_check;
+ }
+ int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval;
+ if (obstacle_check > this->last_obstacle_check) {
+ this->obstacles[Random::i(this->obstacles.size() - 1, 0)]();
+ this->last_obstacle_check = obstacle_check;
+ }
+}