diff options
Diffstat (limited to 'game/workers')
-rw-r--r-- | game/workers/CollisionScript.cpp | 68 | ||||
-rw-r--r-- | game/workers/CollisionScript.h | 12 | ||||
-rw-r--r-- | game/workers/PanicFromPlayerScript.cpp | 14 | ||||
-rw-r--r-- | game/workers/WorkerScript.cpp | 29 | ||||
-rw-r--r-- | game/workers/WorkersSubScene.cpp | 41 |
5 files changed, 146 insertions, 18 deletions
diff --git a/game/workers/CollisionScript.cpp b/game/workers/CollisionScript.cpp new file mode 100644 index 0000000..deaf0ee --- /dev/null +++ b/game/workers/CollisionScript.cpp @@ -0,0 +1,68 @@ +#include "CollisionScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> + +using namespace crepe; +using namespace std; + +void CollisionScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); +} + +bool CollisionScript::on_collision(const CollisionEvent & ev) { + RefVector<Animator> animators = this->get_components<Animator>(); + RefVector<Sprite> sprites = this->get_components<Sprite>(); + Rigidbody & rb = this->get_component<Rigidbody>(); + Transform & tr = this->get_component<Transform>(); + BehaviorScript & bs_panic = this->get_components<BehaviorScript>().front(); + + if (ev.info.other.metadata.tag == "zapper") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } else if (ev.info.other.metadata.tag == "laser") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } else if (ev.info.other.metadata.tag == "missile") { + for (Animator & anim : animators) { + anim.active = false; + anim.set_anim(3); + } + for (Sprite & sprite : sprites) { + sprite.data.position_offset.x = 15; + } + rb.data.linear_velocity_coefficient = {0.5, 0.5}; + tr.rotation = 90; + bs_panic.active = false; + + return false; + } + + return false; +} diff --git a/game/workers/CollisionScript.h b/game/workers/CollisionScript.h new file mode 100644 index 0000000..70c5fe1 --- /dev/null +++ b/game/workers/CollisionScript.h @@ -0,0 +1,12 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +class CollisionScript : public crepe::Script { +public: + void init(); + +private: + bool on_collision(const crepe::CollisionEvent & ev); +}; diff --git a/game/workers/PanicFromPlayerScript.cpp b/game/workers/PanicFromPlayerScript.cpp index 1e49aaa..baa48df 100644 --- a/game/workers/PanicFromPlayerScript.cpp +++ b/game/workers/PanicFromPlayerScript.cpp @@ -32,11 +32,21 @@ void PanicFromPlayerScript::fixed_update(duration_t dt) { } if (result_x < 0) { - rb_worker.data.linear_velocity.x = 10000 * dt.count(); + float min_value = 8000; + float max_value = 10000; + float value = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + rb_worker.data.linear_velocity.x = value * dt.count(); sprite_worker.front().get().data.flip.flip_x = false; sprite_worker.back().get().data.flip.flip_x = false; } else { - rb_worker.data.linear_velocity.x = -5000 * dt.count(); + float min_value = -4000; + float max_value = -5000; + float value = min_value + + static_cast<float>(rand()) + / (static_cast<float>(RAND_MAX / (max_value - min_value))); + rb_worker.data.linear_velocity.x = value * dt.count(); sprite_worker.front().get().data.flip.flip_x = true; sprite_worker.back().get().data.flip.flip_x = true; } diff --git a/game/workers/WorkerScript.cpp b/game/workers/WorkerScript.cpp index 1bcf8d5..b0bfc4e 100644 --- a/game/workers/WorkerScript.cpp +++ b/game/workers/WorkerScript.cpp @@ -1,6 +1,7 @@ #include "WorkerScript.h" #include "../Config.h" +#include "api/BehaviorScript.h" #include <crepe/api/Animator.h> #include <crepe/api/Rigidbody.h> @@ -44,6 +45,9 @@ void WorkerScript::fixed_update(duration_t dt) { = 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); + BehaviorScript & bs_panic + = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) + .front(); if (rb_worker.data.linear_velocity.x < 0) { sprite_worker.front().get().data.flip.flip_x = true; @@ -55,6 +59,8 @@ void WorkerScript::fixed_update(duration_t dt) { = -rb_worker.data.linear_velocity.x / 5; animator_worker.front().get().set_anim(0); animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; } else { sprite_worker.front().get().data.flip.flip_x = false; sprite_worker.back().get().data.flip.flip_x = false; @@ -65,6 +71,15 @@ void WorkerScript::fixed_update(duration_t dt) { = rb_worker.data.linear_velocity.x / 5; animator_worker.front().get().set_anim(0); animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } + + trans_worker.rotation = 0; + bs_panic.active = true; + rb_worker.data.linear_velocity_coefficient = {1, 1}; + for (Sprite & sprite : sprite_worker) { + sprite.data.position_offset.x = 0; } } } else { @@ -84,6 +99,9 @@ void WorkerScript::fixed_update(duration_t dt) { = 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); + BehaviorScript & bs_panic + = this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id) + .front(); if (rb_worker.data.linear_velocity.x < 0) { sprite_worker.front().get().data.flip.flip_x = true; @@ -96,6 +114,8 @@ void WorkerScript::fixed_update(duration_t dt) { animator_worker.front().get().set_anim(0); animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; } else { sprite_worker.front().get().data.flip.flip_x = false; sprite_worker.back().get().data.flip.flip_x = false; @@ -107,6 +127,15 @@ void WorkerScript::fixed_update(duration_t dt) { animator_worker.front().get().set_anim(0); animator_worker.back().get().set_anim(0); + animator_worker.front().get().active = true; + animator_worker.back().get().active = true; + } + + trans_worker.rotation = 0; + bs_panic.active = true; + rb_worker.data.linear_velocity_coefficient = {1, 1}; + for (Sprite & sprite : sprite_worker) { + sprite.data.position_offset.x = 0; } } } diff --git a/game/workers/WorkersSubScene.cpp b/game/workers/WorkersSubScene.cpp index e5b4678..54996d1 100644 --- a/game/workers/WorkersSubScene.cpp +++ b/game/workers/WorkersSubScene.cpp @@ -1,4 +1,5 @@ #include "WorkersSubScene.h" +#include "CollisionScript.h" #include "PanicFromPlayerScript.h" #include "WorkerScript.h" @@ -34,7 +35,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_1_body_sprite = worker_1.add_component<Sprite>( Asset {"asset/workers/worker1Body.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 0, .size = vec2(0, 50), } @@ -49,7 +50,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_1_head_sprite = worker_1.add_component<Sprite>( Asset {"asset/workers/worker1Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 1, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -70,6 +71,7 @@ void WorkersSubScene::worker1(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_TOP}, }); worker_1.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_1.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_1_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -82,7 +84,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_2_body_sprite = worker_2.add_component<Sprite>( Asset {"asset/workers/worker2Body.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 2, .size = vec2(0, 50), } @@ -97,7 +99,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_2_head_sprite = worker_2.add_component<Sprite>( Asset {"asset/workers/worker1Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 3, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -118,6 +120,7 @@ void WorkersSubScene::worker2(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_TOP}, }); worker_2.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_2.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_2_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -130,7 +133,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_3_body_sprite = worker_3.add_component<Sprite>( Asset {"asset/workers/worker1Body.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 4, .size = vec2(0, 50), } @@ -145,7 +148,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_3_head_sprite = worker_3.add_component<Sprite>( Asset {"asset/workers/worker2Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 5, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -166,6 +169,7 @@ void WorkersSubScene::worker3(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_TOP}, }); worker_3.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_3.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_3_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -178,7 +182,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_4_body_sprite = worker_4.add_component<Sprite>( Asset {"asset/workers/worker2Body.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 6, .size = vec2(0, 50), } @@ -193,7 +197,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_4_head_sprite = worker_4.add_component<Sprite>( Asset {"asset/workers/worker2Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 7, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -214,6 +218,7 @@ void WorkersSubScene::worker4(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_HIGH}, }); worker_4.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_4.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_4_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -226,7 +231,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_5_body_sprite = worker_5.add_component<Sprite>( Asset {"asset/workers/workerFatBody.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 8, .size = vec2(0, 50), } @@ -241,7 +246,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_5_head_sprite = worker_5.add_component<Sprite>( Asset {"asset/workers/worker1Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 9, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -262,6 +267,7 @@ void WorkersSubScene::worker5(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_HIGH}, }); worker_5.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_5.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_5_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -274,7 +280,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_6_body_sprite = worker_6.add_component<Sprite>( Asset {"asset/workers/workerFatBody.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 10, .size = vec2(0, 50), } @@ -289,7 +295,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_6_head_sprite = worker_6.add_component<Sprite>( Asset {"asset/workers/worker2Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 11, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -310,6 +316,7 @@ void WorkersSubScene::worker6(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_LOW}, }); worker_6.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_6.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_6_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -322,7 +329,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_7_body_sprite = worker_7.add_component<Sprite>( Asset {"asset/workers/workerTallBody.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 12, .size = vec2(0, 50), } @@ -337,7 +344,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_7_head_sprite = worker_7.add_component<Sprite>( Asset {"asset/workers/worker1Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_BACK, .order_in_layer = 13, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -358,6 +365,7 @@ void WorkersSubScene::worker7(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_LOW}, }); worker_7.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_7.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_7_body_sprite.data.flip = Sprite::FlipSettings {true, false}; @@ -370,7 +378,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_8_body_sprite = worker_8.add_component<Sprite>( Asset {"asset/workers/workerTallBody.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 14, .size = vec2(0, 50), } @@ -385,7 +393,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee Sprite & worker_8_head_sprite = worker_8.add_component<Sprite>( Asset {"asset/workers/worker2Head.png"}, Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_WORKERS, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 15, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -406,6 +414,7 @@ void WorkersSubScene::worker8(crepe::Scene & scn, float start_x, float init_spee .collision_layers = {COLL_LAY_BOT_LOW}, }); worker_8.add_component<BehaviorScript>().set_script<PanicFromPlayerScript>(); + worker_8.add_component<BehaviorScript>().set_script<CollisionScript>(); if (init_speed < 0) { worker_8_body_sprite.data.flip = Sprite::FlipSettings {true, false}; |