diff options
Diffstat (limited to 'game')
29 files changed, 681 insertions, 26 deletions
diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 661e2bc..208132c 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,6 +9,13 @@ project(game C CXX) add_subdirectory(../src crepe) add_executable(main + enemy/BattleScript.cpp + enemy/EnemyPool.cpp + enemy/EnemyBulletScript.cpp + enemy/EnemyBulletSubScene.cpp + enemy/EnemyBulletPool.cpp + enemy/EnemySubScene.cpp + enemy/EnemyScript.cpp background/AquariumSubScene.cpp background/BackgroundSubScene.cpp background/ForestParallaxScript.cpp @@ -18,6 +25,9 @@ add_executable(main MoveCameraManualyScript.cpp player/PlayerScript.cpp player/PlayerSubScene.cpp + player/PlayerBulletPool.cpp + player/PlayerBulletScript.cpp + player/PlayerBulletSubScene.cpp StartGameScript.cpp player/PlayerEndScript.cpp player/PlayerAudioScript.cpp diff --git a/game/Config.h b/game/Config.h index 6a5299b..f787772 100644 --- a/game/Config.h +++ b/game/Config.h @@ -19,6 +19,8 @@ static constexpr int COLL_LAY_WALL_FRAGS = 5; // Only for GameScene static constexpr int COLL_LAY_ZAPPER = 6; // Only for GameScene 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 GAME_HEIGHT = 800; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index ca03374..383d96c 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -11,7 +11,12 @@ #include "hud/SpeedScript.h" #include "menus/endgame/EndGameSubScene.h" #include "player/PlayerSubScene.h" -#include "workers/WorkersSubScene.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 "workers/WorkersSubScene.h" #include <cmath> #include <crepe/api/Animator.h> @@ -23,6 +28,7 @@ #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> @@ -37,7 +43,7 @@ void GameScene::load_scene() { BackgroundSubScene background(*this); GameObject camera = new_object("camera", "camera", vec2(650, 0)); - 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, @@ -49,7 +55,13 @@ void GameScene::load_scene() { camera.add_component<BehaviorScript>().set_script<SpeedScript>(); 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); + 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); + enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true); + // camer.add_component<AI> PlayerSubScene player(*this); WorkersSubScene workers(*this); @@ -144,9 +156,6 @@ void GameScene::load_scene() { .collision_layer = COLL_LAY_MISSILE, }); missile.add_component<BoxCollider>(vec2(100, 100)); - - EndGameSubScene endgamewindow; - endgamewindow.create(*this); } string GameScene::get_name() const { return "scene1"; } diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index e88b329..3de577c 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,3 +1,4 @@ +#include <iostream> #include "StartGameScript.h" #include "Config.h" #include "api/BehaviorScript.h" @@ -12,7 +13,7 @@ using namespace std; void StartGameScript::fixed_update(crepe::duration_t dt) { Transform & player_transform = this->get_components_by_name<Transform>("player").front(); - + // cout << "startgameScript call speed: " << PLAYER_SPEED * dt.count() << endl; // Create hole in wall and activate panic lamp if (player_transform.position.x > 75 && !this->created_hole) { Sprite & lamp_sprite = this->get_components_by_name<Sprite>("start_end").back(); @@ -63,14 +64,14 @@ void StartGameScript::fixed_update(crepe::duration_t dt) { } // Start camera movement, enable player jumping and disable this script - if (player_transform.position.x > 500) { - Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); - rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); - BehaviorScript & player_script - = this->get_components_by_name<BehaviorScript>("player").front(); - player_script.active = true; - BehaviorScript & this_script - = this->get_components_by_name<BehaviorScript>("start_game_script").front(); - this_script.active = false; - } + // if (player_transform.position.x > 500) { + // Rigidbody & rb = this->get_components_by_name<Rigidbody>("camera").front(); + // rb.data.linear_velocity = vec2(PLAYER_SPEED * dt.count(), 0); + // BehaviorScript & player_script + // = this->get_components_by_name<BehaviorScript>("player").front(); + // player_script.active = true; + // BehaviorScript & this_script + // = this->get_components_by_name<BehaviorScript>("start_game_script").front(); + // this_script.active = false; + // } } diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp new file mode 100644 index 0000000..463ddf3 --- /dev/null +++ b/game/enemy/BattleScript.cpp @@ -0,0 +1,53 @@ +#include <iostream> +#include "BattleScript.h" +#include <crepe/api/AI.h> +#include "EnemyScript.h" +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Metadata.h> +#include "BattleWonEvent.h" +#include "EnemyScript.h" +using namespace std; +using namespace crepe; +// stop player movement +// spawn enemies +// resume game once enemies are defeated +// optional: spawn lazers during fight +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 { + return this->create_battle(e); + }); +} +void BattleScript::fixed_update(duration_t dt){ + bool enemies_alive = false; + 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){ + this->trigger_event<BattleWonEvent>(); + } +} +bool BattleScript::create_battle(const BattleStartEvent& e){ + 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); + + } + return true; +} + diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h new file mode 100644 index 0000000..d239e70 --- /dev/null +++ b/game/enemy/BattleScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Event.h> +#include <random> +struct BattleStartEvent : public crepe::Event{ + public: + int num_enemies = 0; +}; +class BattleScript : public crepe::Script{ + public: + BattleScript(); + void init() override; + void fixed_update(crepe::duration_t dt) override; + private: + std::random_device rd; + std::default_random_engine engine; + bool create_battle(const BattleStartEvent& e); +}; diff --git a/game/enemy/BattleWonEvent.h b/game/enemy/BattleWonEvent.h new file mode 100644 index 0000000..a48dbad --- /dev/null +++ b/game/enemy/BattleWonEvent.h @@ -0,0 +1,5 @@ +#pragma once +#include <crepe/api/Event.h> +struct BattleWonEvent : public crepe::Event{ + +}; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp new file mode 100644 index 0000000..6ebd50a --- /dev/null +++ b/game/enemy/EnemyBulletPool.cpp @@ -0,0 +1,8 @@ +#include "EnemyBulletSubScene.h" +#include "EnemyBulletPool.h" +using namespace std; + +void EnemyBulletPool::create_bullets(crepe::Scene & scn) { + EnemyBulletSubScene bullet; + while(bullet.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h new file mode 100644 index 0000000..e0de02c --- /dev/null +++ b/game/enemy/EnemyBulletPool.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Scene.h> + +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 new file mode 100644 index 0000000..561d086 --- /dev/null +++ b/game/enemy/EnemyBulletScript.cpp @@ -0,0 +1,36 @@ +#include <iostream> +#include "EnemyBulletScript.h" +#include <crepe/api/Camera.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Metadata.h> +using namespace crepe; +using namespace std; +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(); + + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x - half_screen.x - 50; + 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>(); + bullet_body.active = false; + transform.position = {0,-750}; +} + +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 new file mode 100644 index 0000000..822387f --- /dev/null +++ b/game/enemy/EnemyBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#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(); +}; diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp new file mode 100644 index 0000000..1660607 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -0,0 +1,51 @@ +#include <string> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/AI.h> +#include "../Config.h" + + +#include "EnemyBulletSubScene.h" +#include "EnemyScript.h" +#include "EnemyBulletScript.h" +using namespace crepe; +using namespace std; +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); + + 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, + + + }); + bullet_body.active = false; + BoxCollider& bullet_collider = bullet.add_component<BoxCollider>(vec2(60, 40)); + 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}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(60,0), + } + ); + bullet.add_component<BehaviorScript>().set_script<EnemyBulletScript>(); + return counter; +} diff --git a/game/enemy/EnemyBulletSubScene.h b/game/enemy/EnemyBulletSubScene.h new file mode 100644 index 0000000..a7e30d7 --- /dev/null +++ b/game/enemy/EnemyBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemyBulletSubScene { +public: + int create(crepe::Scene & scn); +}; diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp new file mode 100644 index 0000000..b5160db --- /dev/null +++ b/game/enemy/EnemyPool.cpp @@ -0,0 +1,7 @@ +#include "EnemySubScene.h" +#include "EnemyPool.h" +using namespace std; +void EnemyPool::create_enemies(crepe::Scene & scn) { + EnemySubScene enemy; + while(enemy.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h new file mode 100644 index 0000000..916b930 --- /dev/null +++ b/game/enemy/EnemyPool.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Scene.h> + +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 new file mode 100644 index 0000000..1fbefaa --- /dev/null +++ b/game/enemy/EnemyScript.cpp @@ -0,0 +1,96 @@ +#include <iostream> +#include "../Config.h" +#include "EnemyScript.h" +#include <crepe/api/Animator.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/AI.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Transform.h> +#include <crepe/types.h> +using namespace crepe; +using namespace std; +EnemyScript::EnemyScript(){ + //cout << column << std::endl; + engine.seed(rd()); + this->last_fired = std::chrono::steady_clock::now(); +} +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); +}; +void EnemyScript::fixed_update(duration_t dt) { + + Transform& transform = this->get_component<Transform>(); + Transform& player_transform = this->get_components_by_name<Transform>("player").front(); + AI& ai_component = this->get_component<AI>(); + + 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)) { + this->shoot(transform.position,0); + last_fired = now; + } + +} +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(); + 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, + 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}; + transform.position = spawn_location; + // transform.position = vec2{cam_transform} + ai_component.path.clear(); + ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); + + return true; +} + +void EnemyScript::onCollide(const CollisionEvent & collisionData){ + +} + +void EnemyScript::shoot(const vec2& location,float angle){ + //cout << "enemy shot" << endl; + RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("EnemyBullet"); + + 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; + 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(); + bullet_collider.active = true; + bullet_body.active = true; + return; + } + } +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h new file mode 100644 index 0000000..35d2626 --- /dev/null +++ b/game/enemy/EnemyScript.h @@ -0,0 +1,30 @@ +#pragma once +#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{ + float speed = 0; + int column = 0; +}; +class EnemyScript : public crepe::Script { + public: + EnemyScript(); + 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 spawn_enemy(const SpawnEnemyEvent& e); + private: + std::random_device rd; + std::default_random_engine engine; + + 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; +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..5618829 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,102 @@ +#include <string> + +#include "EnemySubScene.h" +#include "EnemyScript.h" +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> + +#include <crepe/api/AI.h> +#include "../Config.h" +using namespace crepe; +using namespace std; +int EnemySubScene::create(Scene & scn){ + vec2 size = {20, 20}; + + static int enemy_counter = 0; + string unique_name = "enemy_" + to_string(enemy_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1); + + enemy.add_component<Rigidbody>(Rigidbody::Data { + .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_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}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + 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, + } + ); + body_animator.pause(); + enemy.add_component<BoxCollider>(vec2(40, 60), vec2(-20, 0)); + Asset enemy_head_asset {"asset/workers/worker2Head.png"}; + Sprite & enemy_head_sprite = enemy.add_component<Sprite>( + enemy_head_asset, + Sprite::Data { + .flip = {true,false}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + enemy.add_component<Animator>( + enemy_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + enemy.add_component<CircleCollider>(25, vec2(0, -20)); + Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & enemy_jetpack_sprite = enemy.add_component<Sprite>( + enemy_jetpack_asset, + Sprite::Data { + .flip = {true,false}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(20, 0), + } + ); + enemy_jetpack_sprite.active = true; + enemy.add_component<Animator>( + enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + + AI& ai_component = enemy.add_component<AI>(3000); + ai_component.path_follow_on(); + 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 new file mode 100644 index 0000000..a24020b --- /dev/null +++ b/game/enemy/EnemySubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class EnemySubScene { +public: + int create(crepe::Scene & scn); +}; diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp new file mode 100644 index 0000000..63ef346 --- /dev/null +++ b/game/player/PlayerBulletPool.cpp @@ -0,0 +1,8 @@ +#include "PlayerBulletSubScene.h" +#include "PlayerBulletPool.h" +using namespace std; + +void PlayerBulletPool::create_bullets(crepe::Scene & scn) { + PlayerBulletSubScene bullet; + while(bullet.create(scn) < this->MAXIMUM_AMOUNT); +} diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h new file mode 100644 index 0000000..a8ba2fb --- /dev/null +++ b/game/player/PlayerBulletPool.h @@ -0,0 +1,10 @@ +#pragma once + +#include <crepe/api/Scene.h> + +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 new file mode 100644 index 0000000..50b6617 --- /dev/null +++ b/game/player/PlayerBulletScript.cpp @@ -0,0 +1,39 @@ +#include <iostream> + +#include <crepe/api/Camera.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Metadata.h> + +#include "PlayerBulletScript.h" + +using namespace crepe; +using namespace std; +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(); + + vec2 half_screen = camera.viewport_size / 2; + float despawn_location = cam_transform.position.x + half_screen.x + 50; + 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>(); + bullet_body.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(); + return false; +} diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h new file mode 100644 index 0000000..559b815 --- /dev/null +++ b/game/player/PlayerBulletScript.h @@ -0,0 +1,11 @@ +#pragma once +#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(); +}; diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp new file mode 100644 index 0000000..eb89260 --- /dev/null +++ b/game/player/PlayerBulletSubScene.cpp @@ -0,0 +1,52 @@ +#include <iostream> +#include <string> + +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/AI.h> +#include "../Config.h" + + +#include "PlayerBulletSubScene.h" +#include "PlayerScript.h" +#include "PlayerBulletScript.h" +using namespace crepe; +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); + + Rigidbody& player_bullet_body = player_bullet.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 0, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2{300,0}, + .angular_velocity = 150, + // .collision_layers = {COLL_LAY_PLAYER}, + // .collision_layer = COLL_LAY_BULLET, + + + }); + player_bullet_body.active = false; + BoxCollider& player_bullet_collider = player_bullet.add_component<BoxCollider>(vec2(60, 40)); + 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, + Sprite::Data { + .flip = {true,false}, + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(30,0), + } + ); + player_bullet.add_component<BehaviorScript>().set_script<PlayerBulletScript>(); + return counter; +} diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h new file mode 100644 index 0000000..4b44dc4 --- /dev/null +++ b/game/player/PlayerBulletSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerBulletSubScene { +public: + int create(crepe::Scene & scn); +}; diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index fb18f2f..92e48e3 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,3 +1,4 @@ +#include <iostream> #include "PlayerEndScript.h" #include "../Config.h" @@ -23,6 +24,7 @@ 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 d45a519..4e253f4 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,11 +1,13 @@ +#include <iostream> #include "PlayerScript.h" #include "../Config.h" - +#include "../enemy/BattleScript.h" #include <crepe/api/Animator.h> #include <crepe/api/AudioSource.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> @@ -16,8 +18,8 @@ void PlayerScript::init() { subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); + this->last_fired = std::chrono::steady_clock::now(); } - bool PlayerScript::on_collision(const CollisionEvent & ev) { BehaviorScript & play_scr = this->get_components_by_name<BehaviorScript>("player").front(); BehaviorScript & end_scr = this->get_components_by_name<BehaviorScript>("player").back(); @@ -90,8 +92,22 @@ 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{ + .num_enemies = 5, + }); + } + 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); + last_fired = now; + } + } if (this->get_key_state(Keycode::SPACE)) { rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02); if (prev_anim != 1) { @@ -139,3 +155,25 @@ 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"); + + 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"; + bullet_pos.position = location; + bullet_pos.position.x += 20; + 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; + return; + } + } + cout << "bullet not found\n"; +} diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 482b40d..30f39c6 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -2,16 +2,20 @@ #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); private: int prev_anim = 0; + std::chrono::time_point<std::chrono::steady_clock> last_fired; + std::chrono::duration<float> shot_delay = std::chrono::duration<float>(0.5); + int current_jetpack_sound = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index f136605..be104b5 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ using namespace crepe; using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + GameObject player = scn.new_object("player", "player", vec2(300, 200)); Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; Sprite & player_bullet_sprite = player.add_component<Sprite>( @@ -147,9 +147,9 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { player.add_component<Rigidbody>(Rigidbody::Data { .gravity_scale = PLAYER_GRAVITY_SCALE, .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(PLAYER_SPEED * 0.02, 0), + //.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_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; |