diff options
Diffstat (limited to 'game')
27 files changed, 242 insertions, 228 deletions
diff --git a/game/GameScene.cpp b/game/GameScene.cpp index f09272d..4d3c8af 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -6,20 +6,21 @@ #include "coins/CoinSystemScript.h" #include "background/BackgroundSubScene.h" +#include "enemy/BattleScript.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h" #include "hud/HudScript.h" #include "hud/HudSubScene.h" #include "hud/SpeedScript.h" #include "menus/endgame/EndGameSubScene.h" -#include "player/PlayerSubScene.h" #include "player/PlayerBulletPool.h" #include "player/PlayerBulletSubScene.h" -#include "enemy/EnemyPool.h" -#include "enemy/EnemySubScene.h" -#include "enemy/EnemyBulletPool.h" -#include "enemy/BattleScript.h" +#include "player/PlayerSubScene.h" #include "workers/WorkersSubScene.h" #include <cmath> +#include <crepe/api/AI.h> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> #include <crepe/api/AudioSource.h> @@ -29,7 +30,6 @@ #include <crepe/api/Color.h> #include <crepe/api/Event.h> #include <crepe/api/GameObject.h> -#include <crepe/api/AI.h> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Script.h> @@ -44,7 +44,7 @@ void GameScene::load_scene() { BackgroundSubScene background(*this); GameObject camera = new_object("camera", "camera", vec2(650, 0)); - Camera& camera_cam = camera.add_component<Camera>( + Camera & camera_cam = camera.add_component<Camera>( ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), Camera::Data { .bg_color = Color::RED, @@ -56,11 +56,11 @@ void GameScene::load_scene() { camera.add_component<BehaviorScript>().set_script<SpeedScript>(); camera.add_component<BehaviorScript>().set_script<BattleScript>(); camera.add_component<Rigidbody>(Rigidbody::Data {}); - AI& enemy_path_1 = camera.add_component<AI>(400); + AI & enemy_path_1 = camera.add_component<AI>(400); enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); - AI& enemy_path_2 = camera.add_component<AI>(400); + AI & enemy_path_2 = camera.add_component<AI>(400); enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true); - AI& enemy_path_3 = camera.add_component<AI>(400); + AI & enemy_path_3 = camera.add_component<AI>(400); enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true); // camer.add_component<AI> PlayerSubScene player(*this); diff --git a/game/Random.cpp b/game/Random.cpp index 59be3c5..ace6245 100644 --- a/game/Random.cpp +++ b/game/Random.cpp @@ -25,4 +25,3 @@ unsigned Random::u(unsigned upper, unsigned lower) { unsigned x = rand() % range; return x + lower; } - diff --git a/game/Random.h b/game/Random.h index cf05e87..8af9669 100644 --- a/game/Random.h +++ b/game/Random.h @@ -6,6 +6,4 @@ public: static double d(double upper = 1.0, double lower = 0.0); static int i(int upper, int lower = 0); static unsigned u(unsigned upper, unsigned lower = 0); - }; - diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 8fbc17d..77a8598 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,7 +1,7 @@ -#include <iostream> #include "StartGameScript.h" #include "Config.h" #include "api/BehaviorScript.h" +#include <iostream> #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp index 2564e3d..dde8da1 100644 --- a/game/enemy/BattleScript.cpp +++ b/game/enemy/BattleScript.cpp @@ -1,51 +1,51 @@ #include "BattleScript.h" -#include <crepe/api/AI.h> #include "EnemyScript.h" +#include <crepe/api/AI.h> #include <crepe/api/BehaviorScript.h> #include <crepe/api/Metadata.h> -#include "EnemyScript.h" using namespace std; using namespace crepe; -BattleScript::BattleScript(){ - engine.seed(rd()); -} -void BattleScript::init(){ - std::uniform_int_distribution<int> dist(2,10); +BattleScript::BattleScript() { engine.seed(rd()); } +void BattleScript::init() { + std::uniform_int_distribution<int> dist(2, 10); int random_enemy_amount = dist(this->engine); // this->create_battle(random_enemy_amount); - this->subscribe<BattleStartEvent>([this](const BattleStartEvent& e) -> bool { + this->subscribe<BattleStartEvent>([this](const BattleStartEvent & e) -> bool { return this->create_battle(e); }); } -void BattleScript::fixed_update(duration_t dt){ - if(!battle_active) return; +void BattleScript::fixed_update(duration_t dt) { + if (!battle_active) return; bool enemies_alive = false; - RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy"); - - for(BehaviorScript& script : enemy_scripts){ - if(script.active){ + RefVector<BehaviorScript> enemy_scripts + = this->get_components_by_tag<BehaviorScript>("enemy"); + + for (BehaviorScript & script : enemy_scripts) { + if (script.active) { enemies_alive = true; } } - if(!enemies_alive){ + if (!enemies_alive) { this->battle_active = false; this->trigger_event<BattleWonEvent>(); } } -bool BattleScript::create_battle(const BattleStartEvent& e){ +bool BattleScript::create_battle(const BattleStartEvent & e) { this->battle_active = true; - RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy"); - std::uniform_real_distribution<float> dist(10,30); - for(int i = 0; i < e.num_enemies;i++){ - BehaviorScript& script = enemy_scripts[i]; + RefVector<BehaviorScript> enemy_scripts + = this->get_components_by_tag<BehaviorScript>("enemy"); + std::uniform_real_distribution<float> dist(10, 30); + for (int i = 0; i < e.num_enemies; i++) { + BehaviorScript & script = enemy_scripts[i]; script.active = true; - this->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{ - .speed = dist(engine), - .column = i, - },script.game_object_id); - + this->trigger_event<SpawnEnemyEvent>( + SpawnEnemyEvent { + .speed = dist(engine), + .column = i, + }, + script.game_object_id + ); } return true; } - diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h index f91c597..ddd0be1 100644 --- a/game/enemy/BattleScript.h +++ b/game/enemy/BattleScript.h @@ -1,25 +1,24 @@ #pragma once -#include <crepe/api/Script.h> #include <crepe/api/BehaviorScript.h> #include <crepe/api/Event.h> +#include <crepe/api/Script.h> #include <random> -struct BattleWonEvent : public crepe::Event{ +struct BattleWonEvent : public crepe::Event {}; -}; - -struct BattleStartEvent : public crepe::Event{ - public: +struct BattleStartEvent : public crepe::Event { +public: int num_enemies = 0; }; -class BattleScript : public crepe::Script{ - public: +class BattleScript : public crepe::Script { +public: BattleScript(); void init() override; void fixed_update(crepe::duration_t dt) override; - private: + +private: bool battle_active = false; std::random_device rd; std::default_random_engine engine; - bool create_battle(const BattleStartEvent& e); + bool create_battle(const BattleStartEvent & e); }; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp index 63afca3..3ee4816 100644 --- a/game/enemy/EnemyBulletPool.cpp +++ b/game/enemy/EnemyBulletPool.cpp @@ -1,5 +1,5 @@ -#include "EnemyBulletSubScene.h" #include "EnemyBulletPool.h" +#include "EnemyBulletSubScene.h" using namespace std; void EnemyBulletPool::create_bullets(crepe::Scene & scn) { diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h index e0de02c..ee53fc4 100644 --- a/game/enemy/EnemyBulletPool.h +++ b/game/enemy/EnemyBulletPool.h @@ -5,6 +5,7 @@ class EnemyBulletPool { public: void create_bullets(crepe::Scene & scn); + private: static constexpr int MAXIMUM_AMOUNT = 20; }; diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 55160ab..65c0c23 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -1,39 +1,39 @@ -#include <iostream> #include "EnemyBulletScript.h" #include <crepe/api/Camera.h> -#include <crepe/api/Rigidbody.h> #include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> +#include <iostream> #include "EnemyConfig.h" using namespace crepe; using namespace std; -void EnemyBulletScript::init(){ - this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool { +void EnemyBulletScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); } -void EnemyBulletScript::fixed_update(crepe::duration_t dt){ - Transform& transform = this->get_component<Transform>(); - Camera& camera = this->get_components_by_name<Camera>("camera").front(); - Transform& cam_transform = this->get_components_by_name<Transform>("camera").front(); - Rigidbody& bullet_body = this->get_component<Rigidbody>(); +void EnemyBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); //move transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x - half_screen.x - 50; - if(transform.position.x < despawn_location){ + if (transform.position.x < despawn_location) { this->despawn_bullet(); } } -void EnemyBulletScript::despawn_bullet(){ - Transform& transform = this->get_component<Transform>(); - Rigidbody& bullet_body = this->get_component<Rigidbody>(); +void EnemyBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); bullet_body.active = false; transform.position = ENEMY_BULLET_POOL_LOCATION; } -bool EnemyBulletScript::on_collide(const CollisionEvent& e){ +bool EnemyBulletScript::on_collide(const CollisionEvent & e) { //cout << "collision happened with " << e.info.other.metadata.tag << endl; this->despawn_bullet(); return false; diff --git a/game/enemy/EnemyBulletScript.h b/game/enemy/EnemyBulletScript.h index 822387f..7dab751 100644 --- a/game/enemy/EnemyBulletScript.h +++ b/game/enemy/EnemyBulletScript.h @@ -2,10 +2,10 @@ #include <crepe/api/BehaviorScript.h> #include <crepe/api/Script.h> -class EnemyBulletScript : public crepe::Script{ - public: - void init() override; - void fixed_update(crepe::duration_t dt) override; - bool on_collide(const crepe::CollisionEvent& e); - void despawn_bullet(); +class EnemyBulletScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent & e); + void despawn_bullet(); }; diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index 4f95ce4..edd8f0c 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -1,47 +1,49 @@ #include <string> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> +#include "../Config.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> #include <crepe/api/BoxCollider.h> #include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> #include <crepe/api/Rigidbody.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/Animator.h> +#include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> -#include <crepe/api/AI.h> -#include "../Config.h" -#include "EnemyConfig.h" +#include "../Random.h" +#include "EnemyBulletScript.h" #include "EnemyBulletSubScene.h" #include "EnemyScript.h" -#include "EnemyBulletScript.h" -#include "../Random.h" using namespace crepe; using namespace std; -int EnemyBulletSubScene::create(Scene & scn, int counter){ +int EnemyBulletSubScene::create(Scene & scn, int counter) { string unique_name = "enemy_bullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",ENEMY_BULLET_POOL_LOCATION,0,1); - - Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { + GameObject bullet = scn.new_object( + unique_name.c_str(), "enemy_bullet", ENEMY_BULLET_POOL_LOCATION, 0, 1 + ); + + Rigidbody & bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - - .linear_velocity = vec2{-250,0}, + + .linear_velocity = vec2 {-250, 0}, .kinematic_collision = false, .collision_layers = {COLL_LAY_MISSILE}, .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; - BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 30)); + BoxCollider & bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 30)); //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component<Sprite>( bullet_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, - .size = vec2(60,0), + .size = vec2(60, 0), } ); bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>(); diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp index 50d0e6a..a7179bf 100644 --- a/game/enemy/EnemyPool.cpp +++ b/game/enemy/EnemyPool.cpp @@ -1,5 +1,5 @@ -#include "EnemySubScene.h" #include "EnemyPool.h" +#include "EnemySubScene.h" using namespace std; void EnemyPool::create_enemies(crepe::Scene & scn) { EnemySubScene enemy; diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h index 916b930..f4d6765 100644 --- a/game/enemy/EnemyPool.h +++ b/game/enemy/EnemyPool.h @@ -5,6 +5,7 @@ class EnemyPool { public: void create_enemies(crepe::Scene & scn); + private: static constexpr int MAXIMUM_AMOUNT = 10; }; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index e87a58e..6558af5 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -1,109 +1,113 @@ -#include "../Config.h" #include "EnemyScript.h" +#include "../Config.h" +#include "../Random.h" +#include "EnemyConfig.h" +#include <crepe/api/AI.h> #include <crepe/api/Animator.h> -#include <crepe/api/ParticleEmitter.h> #include <crepe/api/BoxCollider.h> -#include <crepe/api/AI.h> +#include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> #include <crepe/api/Transform.h> #include <crepe/types.h> #include <random> -#include "../Random.h" -#include "EnemyConfig.h" using namespace crepe; using namespace std; -EnemyScript::EnemyScript(){ +EnemyScript::EnemyScript() { engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); - this->shot_delay = std::chrono::duration<float>(3 + Random::f(1,0)); + this->shot_delay = std::chrono::duration<float>(3 + Random::f(1, 0)); } -void EnemyScript::init(){ - Metadata& meta = this->get_component<Metadata>(); - this->subscribe<SpawnEnemyEvent>([this](const SpawnEnemyEvent& e) -> bool{ - return this->spawn_enemy(e); - },meta.game_object_id); - this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool { +void EnemyScript::init() { + Metadata & meta = this->get_component<Metadata>(); + this->subscribe<SpawnEnemyEvent>( + [this](const SpawnEnemyEvent & e) -> bool { return this->spawn_enemy(e); }, + meta.game_object_id + ); + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); }; void EnemyScript::fixed_update(duration_t dt) { - if(this->alive){ + if (this->alive) { return; } - Transform& transform = this->get_component<Transform>(); - Transform& player_transform = this->get_components_by_name<Transform>("player").front(); - Rigidbody& enemy_body = this->get_component<Rigidbody>(); - AI& ai_component = this->get_component<AI>(); - + Transform & transform = this->get_component<Transform>(); + Transform & player_transform = this->get_components_by_name<Transform>("player").front(); + Rigidbody & enemy_body = this->get_component<Rigidbody>(); + AI & ai_component = this->get_component<AI>(); + //transform.position += enemy_body.data.linear_velocity * dt.count(); - float direction_to_player_y = player_transform.position.y - transform.position.y; + float direction_to_player_y = player_transform.position.y - transform.position.y; float distance_to_player_y = std::abs(direction_to_player_y); float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); // Move the path nodes on the Y-axis - for (vec2& path_node : ai_component.path) { + for (vec2 & path_node : ai_component.path) { path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); } //bullet fire logic: auto now = std::chrono::steady_clock::now(); - std::chrono::duration<float> elapsed = now - last_fired; + std::chrono::duration<float> elapsed = now - last_fired; if (elapsed > shot_delay) { - this->shoot(transform.position,0); + this->shoot(transform.position, 0); last_fired = now; - this->shot_delay = std::chrono::duration<float>(Random::f(4,1)); + this->shot_delay = std::chrono::duration<float>(Random::f(4, 1)); } - } -bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ +bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { this->speed = e.speed; - AI& ai_component = this->get_component<AI>(); - Transform& transform = this->get_component<Transform>(); - Camera& camera = this->get_components_by_name<Camera>("camera").front(); - Transform& cam_transform = this->get_components_by_name<Transform>("camera").front(); + AI & ai_component = this->get_component<AI>(); + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); vec2 half_screen = camera.viewport_size / 2; - float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); - uniform_real_distribution<float> dist( + float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); + uniform_real_distribution<float> dist( cam_transform.position.y - half_screen.y + 100, cam_transform.position.y + half_screen.y - 100 - ); + ); float random_height = dist(engine); - vec2 spawn_location = {cam_transform.position.x + camera.viewport_size.x / 2 + 100,random_height}; + vec2 spawn_location + = {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height}; transform.position = spawn_location; ai_component.path.clear(); - ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); + ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); ai_component.active = true; this->last_fired = std::chrono::steady_clock::now(); return true; } -bool EnemyScript::on_collide(const CollisionEvent & e){ - if(e.info.other.metadata.tag == "player_bullet"){ +bool EnemyScript::on_collide(const CollisionEvent & e) { + if (e.info.other.metadata.tag == "player_bullet") { this->despawn_enemy(); } - BehaviorScript& enemy_script = this->get_component<BehaviorScript>(); + BehaviorScript & enemy_script = this->get_component<BehaviorScript>(); enemy_script.active = false; return false; } -void EnemyScript::despawn_enemy(){ - Transform& transform = this->get_component<Transform>(); +void EnemyScript::despawn_enemy() { + Transform & transform = this->get_component<Transform>(); transform.position = ENEMY_POOL_LOCATION; - AI& ai_component = this->get_component<AI>(); + AI & ai_component = this->get_component<AI>(); // Rigidbody& enemy_body ai_component.active = false; } -void EnemyScript::shoot(const vec2& location,float angle){ - RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet"); +void EnemyScript::shoot(const vec2 & location, float angle) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("enemy_bullet"); - for(Transform& bullet_pos : bullet_transforms){ - if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){ + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -750) { bullet_pos.position = location; bullet_pos.position.x -= 20; - Rigidbody& bullet_body = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); - BoxCollider bullet_collider = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); + Rigidbody & bullet_body + = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); bullet_collider.active = true; bullet_body.active = true; return; diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 7babe4d..42ecac4 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -1,24 +1,24 @@ #pragma once +#include <chrono> +#include <crepe/api/Camera.h> #include <crepe/api/Event.h> #include <crepe/api/Script.h> -#include <crepe/api/Event.h> -#include <crepe/api/Camera.h> #include <random> -#include <chrono> -struct SpawnEnemyEvent : public crepe::Event{ +struct SpawnEnemyEvent : public crepe::Event { float speed = 0; int column = 0; }; class EnemyScript : public crepe::Script { - public: +public: EnemyScript(); void init() override; void fixed_update(crepe::duration_t dt) override; - void shoot(const crepe::vec2& position,float angle); + void shoot(const crepe::vec2 & position, float angle); bool on_collide(const crepe::CollisionEvent & collisionData); void despawn_enemy(); - bool spawn_enemy(const SpawnEnemyEvent& e); - private: + bool spawn_enemy(const SpawnEnemyEvent & e); + +private: std::random_device rd; std::default_random_engine engine; bool alive = false; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 82401a1..7d3e784 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,54 +1,53 @@ #include <string> - -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> #include <crepe/api/BoxCollider.h> #include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> #include <crepe/api/Rigidbody.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/Animator.h> +#include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> -#include <crepe/api/AI.h> #include "../Config.h" -#include "EnemySubScene.h" -#include "EnemyScript.h" #include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" using namespace crepe; using namespace std; //#TODO add sound -int EnemySubScene::create(Scene & scn,int enemy_counter){ +int EnemySubScene::create(Scene & scn, int enemy_counter) { string unique_name = "enemy_" + to_string(enemy_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",ENEMY_POOL_LOCATION,0,1); - + GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + enemy.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, .max_linear_velocity = 400, - .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, .collision_layer = COLL_LAY_ENEMY, - + }); Asset enemy_body_asset {"asset/workers/worker2Body.png"}; enemy.add_component<BoxCollider>(vec2(50, 50)); Sprite & enemy_body_sprite = enemy.add_component<Sprite>( enemy_body_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 0, .size = vec2(0, 50), } ); - Animator& body_animator = enemy.add_component<Animator>( + Animator & body_animator = enemy.add_component<Animator>( enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data { .fps = 5, .col = 3, .row = 1, - + .looping = false, } ); @@ -58,7 +57,7 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ Sprite & enemy_head_sprite = enemy.add_component<Sprite>( enemy_head_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 1, .size = vec2(0, 50), @@ -77,7 +76,7 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( enemy_jetpack_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 2, .size = vec2(0, 60), @@ -92,10 +91,11 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ .looping = true, } ); - - AI& ai_component = enemy.add_component<AI>(3000); + + AI & ai_component = enemy.add_component<AI>(3000); ai_component.path_follow_on(); - BehaviorScript& enemy_script = enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); + BehaviorScript & enemy_script + = enemy.add_component<BehaviorScript>().set_script<EnemyScript>(); enemy_script.active = false; return enemy_counter; } diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h index 68bb9a1..3899250 100644 --- a/game/enemy/EnemySubScene.h +++ b/game/enemy/EnemySubScene.h @@ -6,5 +6,5 @@ class Scene; class EnemySubScene { public: - int create(crepe::Scene & scn,int enemy_counter); + int create(crepe::Scene & scn, int enemy_counter); }; diff --git a/game/main.cpp b/game/main.cpp index 9b25444..858fad4 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -9,7 +9,7 @@ using namespace crepe; int main() { Engine gameloop; - + gameloop.add_scene<MainMenuScene>(); gameloop.add_scene<ShopMenuScene>(); gameloop.add_scene<GameScene>(); diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp index 4cd115e..5285ec8 100644 --- a/game/player/PlayerBulletPool.cpp +++ b/game/player/PlayerBulletPool.cpp @@ -1,5 +1,5 @@ -#include "PlayerBulletSubScene.h" #include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" using namespace std; void PlayerBulletPool::create_bullets(crepe::Scene & scn) { diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h index a8ba2fb..9618d54 100644 --- a/game/player/PlayerBulletPool.h +++ b/game/player/PlayerBulletPool.h @@ -5,6 +5,7 @@ class PlayerBulletPool { public: void create_bullets(crepe::Scene & scn); + private: static constexpr int MAXIMUM_AMOUNT = 20; }; diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp index 6beb9f1..a76b7eb 100644 --- a/game/player/PlayerBulletScript.cpp +++ b/game/player/PlayerBulletScript.cpp @@ -1,41 +1,41 @@ #include <crepe/api/Camera.h> -#include <crepe/api/Rigidbody.h> #include <crepe/api/Metadata.h> +#include <crepe/api/Rigidbody.h> #include "PlayerBulletScript.h" using namespace crepe; using namespace std; -void PlayerBulletScript::init(){ - this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool { +void PlayerBulletScript::init() { + this->subscribe<CollisionEvent>([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); } -void PlayerBulletScript::fixed_update(crepe::duration_t dt){ - Transform& transform = this->get_component<Transform>(); - Camera& camera = this->get_components_by_name<Camera>("camera").front(); - Transform& cam_transform = this->get_components_by_name<Transform>("camera").front(); - Rigidbody& bullet_body = this->get_component<Rigidbody>(); +void PlayerBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component<Transform>(); + Camera & camera = this->get_components_by_name<Camera>("camera").front(); + Transform & cam_transform = this->get_components_by_name<Transform>("camera").front(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); transform.rotation += bullet_body.data.angular_velocity; transform.position += bullet_body.data.linear_velocity * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x + half_screen.x + 50; - if(transform.position.x > despawn_location){ + if (transform.position.x > despawn_location) { this->despawn_bullet(); } } -void PlayerBulletScript::despawn_bullet(){ - Transform& transform = this->get_component<Transform>(); - Rigidbody& bullet_body = this->get_component<Rigidbody>(); +void PlayerBulletScript::despawn_bullet() { + Transform & transform = this->get_component<Transform>(); + Rigidbody & bullet_body = this->get_component<Rigidbody>(); bullet_body.active = false; - BehaviorScript& bullet_script = this->get_component<BehaviorScript>(); + BehaviorScript & bullet_script = this->get_component<BehaviorScript>(); bullet_script.active = false; - transform.position = {0,-850}; + transform.position = {0, -850}; } -bool PlayerBulletScript::on_collide(const CollisionEvent& e){ +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { this->despawn_bullet(); return false; } diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h index 559b815..0637790 100644 --- a/game/player/PlayerBulletScript.h +++ b/game/player/PlayerBulletScript.h @@ -2,10 +2,10 @@ #include <crepe/api/BehaviorScript.h> #include <crepe/api/Script.h> -class PlayerBulletScript : public crepe::Script{ - public: - void init() override; - void fixed_update(crepe::duration_t dt) override; - bool on_collide(const crepe::CollisionEvent& e); - void despawn_bullet(); +class PlayerBulletScript : public crepe::Script { +public: + void init() override; + void fixed_update(crepe::duration_t dt) override; + bool on_collide(const crepe::CollisionEvent & e); + void despawn_bullet(); }; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp index 96c6b9a..62bcf3e 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -1,51 +1,52 @@ #include <string> -#include <crepe/api/GameObject.h> -#include <crepe/api/Scene.h> +#include "../Config.h" +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> #include <crepe/api/BoxCollider.h> #include <crepe/api/CircleCollider.h> +#include <crepe/api/GameObject.h> #include <crepe/api/Rigidbody.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/Animator.h> +#include <crepe/api/Scene.h> #include <crepe/api/Sprite.h> -#include <crepe/api/AI.h> -#include "../Config.h" - +#include "PlayerBulletScript.h" #include "PlayerBulletSubScene.h" #include "PlayerScript.h" -#include "PlayerBulletScript.h" using namespace crepe; using namespace std; -int PlayerBulletSubScene::create(Scene & scn,int counter){ +int PlayerBulletSubScene::create(Scene & scn, int counter) { string unique_name = "player_bullet_" + to_string(counter++); - GameObject player_bullet = scn.new_object(unique_name.c_str(),"player_bullet",vec2{0,-850},0,1); - - Rigidbody& player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + GameObject player_bullet + = scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + + Rigidbody & player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - .linear_velocity = vec2{300,0}, + .linear_velocity = vec2 {300, 0}, .angular_velocity = 150, .kinematic_collision = false, .collision_layers = {COLL_LAY_ENEMY}, - + .collision_layer = COLL_LAY_PLAYER_BULLET, - - + }); player_bullet_body.active = false; - BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(30, 30)); + BoxCollider & player_bullet_collider + = player_bullet.add_component<BoxCollider>(vec2(30, 30)); Asset player_bullet_asset {"asset/other_effects/crepe.png"}; Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( player_bullet_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, - .size = vec2(30,0), + .size = vec2(30, 0), } ); - player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active = false; + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active + = false; return counter; } diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h index 425d554..72eda62 100644 --- a/game/player/PlayerBulletSubScene.h +++ b/game/player/PlayerBulletSubScene.h @@ -6,5 +6,5 @@ class Scene; class PlayerBulletSubScene { public: - int create(crepe::Scene & scn,int counter); + int create(crepe::Scene & scn, int counter); }; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 7bc5e55..d32da0b 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -4,9 +4,9 @@ #include "../enemy/BattleScript.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.h> +#include <crepe/api/BoxCollider.h> #include <crepe/api/ParticleEmitter.h> #include <crepe/api/Rigidbody.h> -#include <crepe/api/BoxCollider.h> #include <crepe/api/Transform.h> #include <crepe/types.h> @@ -60,7 +60,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") { + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); @@ -91,19 +92,19 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { for (ParticleEmitter & emitter : emitters) { emitter.data.boundary.offset = vec2(0, -transform.position.y); } - + Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); if (this->get_key_state(Keycode::P)) { - this->trigger_event<BattleStartEvent>(BattleStartEvent{ + this->trigger_event<BattleStartEvent>(BattleStartEvent { .num_enemies = 5, }); } - if(this->get_key_state(Keycode::ENTER)){ + if (this->get_key_state(Keycode::ENTER)) { auto now = std::chrono::steady_clock::now(); std::chrono::duration<float> elapsed = now - last_fired; if (elapsed > shot_delay) { - this->shoot(transform.position,0); + this->shoot(transform.position, 0); last_fired = now; } } @@ -155,18 +156,23 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } } -void PlayerScript::shoot(const vec2& location,float angle){ - RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("player_bullet"); +void PlayerScript::shoot(const vec2 & location, float angle) { + RefVector<Transform> bullet_transforms + = this->get_components_by_tag<Transform>("player_bullet"); - for(Transform& bullet_pos : bullet_transforms){ - if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { bullet_pos.position = location; bullet_pos.position.x += 20; - Rigidbody& bullet_body = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); - BoxCollider bullet_collider = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); + Rigidbody & bullet_body + = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front(); bullet_body.active = true; - BehaviorScript& bullet_script = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id).front(); + BehaviorScript & bullet_script + = this->get_components_by_id<BehaviorScript>(bullet_pos.game_object_id) + .front(); bullet_script.active = true; return; } diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 30f39c6..e7d860a 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,17 +1,18 @@ #pragma once +#include <chrono> #include <crepe/api/Event.h> #include <crepe/api/Script.h> -#include <chrono> class PlayerScript : public crepe::Script { public: void init(); void fixed_update(crepe::duration_t dt); - + private: bool on_collision(const crepe::CollisionEvent & ev); // bool on_key_up(const crepe::KeyReleaseEvent& ev); - void shoot(const crepe::vec2& location,float angle); + void shoot(const crepe::vec2 & location, float angle); + private: int prev_anim = 0; std::chrono::time_point<std::chrono::steady_clock> last_fired; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index 1203ca0..cf11162 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -149,7 +149,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .body_type = Rigidbody::BodyType::DYNAMIC, //.linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), .collision_layers - = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE,COLL_LAY_BULLET}, + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE, COLL_LAY_BULLET + }, .collision_layer = COLL_LAY_PLAYER, }); player.add_component<BehaviorScript>().set_script<PlayerScript>().active = true; 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