diff options
Diffstat (limited to 'game')
-rw-r--r-- | game/Config.h | 1 | ||||
-rw-r--r-- | game/GameScene.cpp | 12 | ||||
-rw-r--r-- | game/enemy/EnemyBulletScript.cpp | 8 | ||||
-rw-r--r-- | game/enemy/EnemyBulletSubScene.cpp | 16 | ||||
-rw-r--r-- | game/enemy/EnemyScript.cpp | 45 | ||||
-rw-r--r-- | game/enemy/EnemyScript.h | 7 | ||||
-rw-r--r-- | game/enemy/EnemySubScene.cpp | 3 | ||||
-rw-r--r-- | game/main.cpp | 3 | ||||
-rw-r--r-- | game/player/PlayerBulletScript.cpp | 10 | ||||
-rw-r--r-- | game/player/PlayerBulletSubScene.cpp | 18 | ||||
-rw-r--r-- | game/player/PlayerEndScript.cpp | 2 | ||||
-rw-r--r-- | game/player/PlayerScript.cpp | 12 | ||||
-rw-r--r-- | game/player/PlayerSubScene.cpp | 2 |
13 files changed, 84 insertions, 55 deletions
diff --git a/game/Config.h b/game/Config.h index f787772..5b483cc 100644 --- a/game/Config.h +++ b/game/Config.h @@ -21,6 +21,7 @@ static constexpr int COLL_LAY_LASER = 7; // Only for GameScene static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene static constexpr int GAME_HEIGHT = 800; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 383d96c..7c2166d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -16,7 +16,8 @@ #include "enemy/EnemyPool.h" #include "enemy/EnemySubScene.h" #include "enemy/EnemyBulletPool.h" -#include "enemy/BattleScript.h"#include "workers/WorkersSubScene.h" +#include "enemy/BattleScript.h" +#include "workers/WorkersSubScene.h" #include <cmath> #include <crepe/api/Animator.h> @@ -53,7 +54,7 @@ void GameScene::load_scene() { camera.add_component<BehaviorScript>().set_script<CoinSystemScript>(); camera.add_component<BehaviorScript>().set_script<HudScript>(); 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); enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); @@ -96,7 +97,12 @@ void GameScene::load_scene() { //create coin pool CoinPoolSubScene coin_system; coin_system.create_coins(*this); - + EnemyBulletPool enemy_bullet_pool; + enemy_bullet_pool.create_bullets(*this); + PlayerBulletPool player_bullet_pool; + player_bullet_pool.create_bullets(*this); + EnemyPool enemy_pool; + enemy_pool.create_enemies(*this); HudSubScene hud; hud.create(*this); GameObject background_music = new_object("background_music", "audio", vec2(0, 0)); diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 561d086..ba27b9d 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -14,7 +14,9 @@ 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){ @@ -30,7 +32,7 @@ void EnemyBulletScript::despawn_bullet(){ } bool EnemyBulletScript::on_collide(const CollisionEvent& e){ - cout << "collision happened with " << e.info.other.metadata.tag << endl; - //this->despawn_bullet(); + //cout << "collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); return false; } diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index 1660607..488dc03 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -21,21 +21,21 @@ int EnemyBulletSubScene::create(Scene & scn){ vec2 size = {20, 20}; static int counter = 0; - string unique_name = "enemyBullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"EnemyBullet",vec2{0,-750},0,1); + string unique_name = "enemy_bullet_" + to_string(counter++); + GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); Rigidbody& bullet_body = bullet.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2{-300,0}, - .collision_layers = {COLL_LAY_PLAYER}, - .collision_layer = COLL_LAY_BULLET, - + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2{-300,0}, + .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, 40)); - bullet_collider.active = false; + //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component<Sprite>( bullet_asset, diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index 1fbefaa..2bdab2c 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -1,4 +1,3 @@ -#include <iostream> #include "../Config.h" #include "EnemyScript.h" #include <crepe/api/Animator.h> @@ -8,44 +7,51 @@ #include <crepe/api/Rigidbody.h> #include <crepe/api/Transform.h> #include <crepe/types.h> +#include <random> +#include "../Random.h" using namespace crepe; using namespace std; EnemyScript::EnemyScript(){ - //cout << column << std::endl; engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); + this->shot_delay = std::chrono::duration<float>(2.5 + Random::f(0,1)); } 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){ + 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.position += enemy_body.data.linear_velocity * dt.count(); 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); - //cout << "speed: "<< adjustment_speed << endl; - //cout << "direction: " << direction_to_player_y << endl; // Move the path nodes on the Y-axis 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; - if (elapsed > std::chrono::duration<float>(5)) { + if (elapsed > shot_delay) { this->shoot(transform.position,0); last_fired = now; + this->shot_delay = std::chrono::duration<float>(Random::f(0.8,4)); } } @@ -55,8 +61,8 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ 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; - //cout << "column: " << e.column << endl; 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, @@ -68,20 +74,27 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ // transform.position = vec2{cam_transform} ai_component.path.clear(); ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); - + ai_component.active = true; return true; } -void EnemyScript::onCollide(const CollisionEvent & collisionData){ - +bool EnemyScript::on_collide(const CollisionEvent & e){ + if(e.info.other.metadata.tag == "player_bullet"){ + this->despawn_enemy(); + } + return false; +} +void EnemyScript::despawn_enemy(){ + Transform& transform = this->get_component<Transform>(); + transform.position = vec2{0,-650}; + AI& ai_component = this->get_component<AI>(); + // Rigidbody& enemy_body + ai_component.active = false; } - void EnemyScript::shoot(const vec2& location,float angle){ - //cout << "enemy shot" << endl; - RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("EnemyBullet"); + RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet"); for(Transform& bullet_pos : bullet_transforms){ - //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){ bullet_pos.position = location; diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 35d2626..7babe4d 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -15,16 +15,17 @@ class EnemyScript : public crepe::Script { void init() override; void fixed_update(crepe::duration_t dt) override; void shoot(const crepe::vec2& position,float angle); - void onCollide(const crepe::CollisionEvent & collisionData); + bool on_collide(const crepe::CollisionEvent & collisionData); + void despawn_enemy(); bool spawn_enemy(const SpawnEnemyEvent& e); private: std::random_device rd; std::default_random_engine engine; - + bool alive = false; float speed = 50; const float MIN_SPEED = 10; const float MAX_SPEED = 130; const float MAX_DISTANCE = 100; std::chrono::time_point<std::chrono::steady_clock> last_fired; - std::chrono::duration<float> shot_delay; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0); }; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 5618829..43f9b33 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -26,9 +26,8 @@ int EnemySubScene::create(Scene & scn){ .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, - // .collision_layers - // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER}, .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, .collision_layer = COLL_LAY_ENEMY, }); diff --git a/game/main.cpp b/game/main.cpp index e341353..3f7e17e 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -9,9 +9,10 @@ using namespace crepe; int main() { Engine gameloop; + gameloop.add_scene<GameScene>(); gameloop.add_scene<MainMenuScene>(); gameloop.add_scene<ShopMenuScene>(); - gameloop.add_scene<GameScene>(); + return gameloop.main(); } diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp index 50b6617..2bd067d 100644 --- a/game/player/PlayerBulletScript.cpp +++ b/game/player/PlayerBulletScript.cpp @@ -17,7 +17,9 @@ 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){ @@ -29,11 +31,13 @@ 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>(); + bullet_script.active = false; transform.position = {0,-850}; } bool PlayerBulletScript::on_collide(const CollisionEvent& e){ - cout << "collision happened with " << e.info.other.metadata.tag << endl; - //this->despawn_bullet(); + cout << "player bullet collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); return false; } diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp index eb89260..4b36387 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -21,22 +21,24 @@ using namespace std; int PlayerBulletSubScene::create(Scene & scn){ vec2 size = {20, 20}; static int counter = 0; - string unique_name = "playerBullet_" + to_string(counter++); - GameObject player_bullet = scn.new_object(unique_name.c_str(),"PlayerBullet",vec2{0,-850},0,1); + 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 { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = vec2{300,0}, .angular_velocity = 150, - // .collision_layers = {COLL_LAY_PLAYER}, - // .collision_layer = COLL_LAY_BULLET, - + .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(60, 40)); - player_bullet_collider.active = false; + //player_bullet_collider.active = false; Asset player_bullet_asset {"asset/other_effects/crepe.png"}; Sprite & player_bullet_sprite = player_bullet.add_component<Sprite>( player_bullet_asset, @@ -47,6 +49,6 @@ int PlayerBulletSubScene::create(Scene & scn){ .size = vec2(30,0), } ); - player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>(); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>().active = false; return counter; } diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index 92e48e3..fb18f2f 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,4 +1,3 @@ -#include <iostream> #include "PlayerEndScript.h" #include "../Config.h" @@ -24,7 +23,6 @@ void PlayerEndScript::init() { } bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { - cout << "collision player" << endl; if (ev.info.other.metadata.name == "floor") { Transform & transform_player = this->get_components_by_name<Transform>("player").front(); diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 4e253f4..dc3eec3 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -61,7 +61,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile") { + } 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); @@ -157,21 +157,23 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } void PlayerScript::shoot(const vec2& location,float angle){ - cout << "player shot" << endl; - RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("PlayerBullet"); + //cout << "player shot" << endl; + RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("player_bullet"); for(Transform& bullet_pos : bullet_transforms){ //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ - cout << "bullet found\n"; + //cout << "bullet found\n"; bullet_pos.position = location; bullet_pos.position.x += 20; - cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; + //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; 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; + 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/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index be104b5..1203ca0 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -152,7 +152,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { = {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 = false; + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = true; player.add_component<BehaviorScript>().set_script<CoinScript>(); player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; |