diff options
Diffstat (limited to 'game/workers/WorkerScript.cpp')
| -rw-r--r-- | game/workers/WorkerScript.cpp | 116 | 
1 files changed, 116 insertions, 0 deletions
diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp new file mode 100644 index 0000000..1bcf8d5 --- /dev/null +++ b/game/workers/WorkerScript.cpp @@ -0,0 +1,116 @@ +#include "WorkerScript.h" + +#include "../Config.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +#include <cstdlib> + +using namespace crepe; +using namespace std; + +void WorkerScript::fixed_update(duration_t dt) { +	RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker"); +	RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker"); + +	Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back(); +	Transform & trans_cam = this->get_components_by_name<Transform>("camera").back(); + +	int counter = 0; +	for (Rigidbody & rb_worker : rb_workers) { +		Transform & trans_worker = trans_workers.at(counter); + +		float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x; + +		if (result_x > 0) { +			float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2; +			if (trans_worker.position.x < left_cam_pos_x - 1000) { +				trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000; + +				do { +					float min_value = -2500 * dt.count(); +					float max_value = 2500 * dt.count(); +					rb_worker.data.linear_velocity.x +						= min_value +						  + static_cast<float>(rand()) +								/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				} while (rb_worker.data.linear_velocity.x < 500 * dt.count() +						 && rb_worker.data.linear_velocity.x > -500 * dt.count()); + +				RefVector<Sprite> sprite_worker +					= this->get_components_by_id<Sprite>(trans_worker.game_object_id); +				RefVector<Animator> animator_worker +					= this->get_components_by_id<Animator>(trans_worker.game_object_id); + +				if (rb_worker.data.linear_velocity.x < 0) { +					sprite_worker.front().get().data.flip.flip_x = true; +					sprite_worker.back().get().data.flip.flip_x = true; + +					animator_worker.front().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} else { +					sprite_worker.front().get().data.flip.flip_x = false; +					sprite_worker.back().get().data.flip.flip_x = false; + +					animator_worker.front().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} +			} +		} else { +			float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2; +			if (trans_worker.position.x > right_cam_pos_x + 1000) { +				do { +					float min_value = -2500 * dt.count(); +					float max_value = 2500 * dt.count(); +					rb_worker.data.linear_velocity.x +						= min_value +						  + static_cast<float>(rand()) +								/ (static_cast<float>(RAND_MAX / (max_value - min_value))); +				} while (rb_worker.data.linear_velocity.x < 500 * dt.count() +						 && rb_worker.data.linear_velocity.x > -500 * dt.count()); + +				RefVector<Sprite> sprite_worker +					= this->get_components_by_id<Sprite>(trans_worker.game_object_id); +				RefVector<Animator> animator_worker +					= this->get_components_by_id<Animator>(trans_worker.game_object_id); + +				if (rb_worker.data.linear_velocity.x < 0) { +					sprite_worker.front().get().data.flip.flip_x = true; +					sprite_worker.back().get().data.flip.flip_x = true; + +					animator_worker.front().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= -rb_worker.data.linear_velocity.x / 5; + +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} else { +					sprite_worker.front().get().data.flip.flip_x = false; +					sprite_worker.back().get().data.flip.flip_x = false; + +					animator_worker.front().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; +					animator_worker.back().get().data.fps +						= rb_worker.data.linear_velocity.x / 5; + +					animator_worker.front().get().set_anim(0); +					animator_worker.back().get().set_anim(0); +				} +			} +		} + +		counter++; +	} +}  |