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-rw-r--r--game/PreviewScene.cpp24
-rw-r--r--game/missile/AlertScript.cpp2
-rw-r--r--game/missile/MissileScript.cpp9
-rw-r--r--game/missile/SpawnEvent.cpp10
-rw-r--r--game/missile/SpawnEvent.h2
-rw-r--r--game/preview/NpcScript.cpp9
-rw-r--r--game/preview/NpcScript.h5
-rw-r--r--game/preview/NpcSubScene.cpp6
-rw-r--r--game/preview/PrevPlayerSubScene.cpp6
9 files changed, 23 insertions, 50 deletions
diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp
index d9801a7..1e64e41 100644
--- a/game/PreviewScene.cpp
+++ b/game/PreviewScene.cpp
@@ -49,7 +49,7 @@ void PreviewScene::load_scene() {
.bg_color = Color::RED,
}
);
- camera.add_component<Rigidbody>(Rigidbody::Data {});
+
camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>();
camera.add_component<BehaviorScript>().set_script<HudScript>();
camera.add_component<BehaviorScript>().set_script<SpeedScript>();
@@ -77,13 +77,16 @@ void PreviewScene::load_scene() {
.collision_layer = COLL_LAY_BOT_TOP,
});
ceiling.add_component<BoxCollider>(vec2(INFINITY, 200));
+
GameObject world = this->new_object("world", "TAG", vec2 {0, 0}, 0, 1);
-
world.add_component<Rigidbody>(Rigidbody::Data {
.body_type = Rigidbody::BodyType::STATIC,
- .collision_layers = {0},
+ .collision_layer = COLL_LAY_BOT_TOP,
});
+ world.add_component<BoxCollider>(vec2(100,INFINITY), vec2(VIEWPORT_X,VIEWPORT_Y));
+ world.add_component<BoxCollider>(vec2(100,INFINITY), vec2(100,VIEWPORT_Y));
+
PrevPlayerSubScene player(*this);
NpcSubScene npc(*this);
SmokeSubScene smoke(*this);
@@ -111,6 +114,8 @@ void PreviewScene::load_scene() {
}
);
+
+ /*
button.create(
*this,
ButtonSubScene::Data {
@@ -158,18 +163,7 @@ void PreviewScene::load_scene() {
.btn_side_color = ButtonSubScene::ButtonSideColor::ORANGE,
}
);
-
- /*
-
- for (int i = 0; i < 200; ++i) {
- int row = i / 10;
- int col = i % 10;
- float x = col * 25 + i;
- float y = row * 25 - 400;
- GameObject game_coin = this->new_object("coin", "coin", vec2 {x, y}, 0, 1);
- Coin coin(game_coin, vec2 {0, 0});
- }
- */
+ */
}
string PreviewScene::get_name() const { return "preview scene"; }
diff --git a/game/missile/AlertScript.cpp b/game/missile/AlertScript.cpp
index 24b4af9..0e6f5c5 100644
--- a/game/missile/AlertScript.cpp
+++ b/game/missile/AlertScript.cpp
@@ -18,7 +18,7 @@ void AlertScript::fixed_update(crepe::duration_t dt) {
auto alert_transforms = this->get_components_by_name<Transform>("missile_alert");
int idx = 0;
- for (int i = 0; i < missile_transforms.size(); i++) {
+ for (int i = 0; i < missile_transforms.size(); ++i) {
const auto & missile_transform = missile_transforms[i].get();
if (this_transform.game_object_id == missile_transform.game_object_id) {
idx = i;
diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp
index bcc4f5b..f87dd20 100644
--- a/game/missile/MissileScript.cpp
+++ b/game/missile/MissileScript.cpp
@@ -27,7 +27,6 @@ void MissileScript::kill_missile() {
auto animations = this->get_components<Animator>();
auto sprites = this->get_components<Sprite>();
auto collider = this->get_component<CircleCollider>();
- auto & fly_sound = this->get_components<AudioSource>().front().get();
auto & this_script = this->get_components<BehaviorScript>().front().get();
animations[0].get().active = false;
@@ -36,11 +35,10 @@ void MissileScript::kill_missile() {
sprites[0].get().active = false;
sprites[1].get().active = false;
sprites[2].get().active = true;
+
collider.active = false;
this_script.active = false;
this->seeking_disabled = false;
-
- fly_sound.stop();
}
void MissileScript::activate() {
auto anim = this->get_components<Animator>();
@@ -49,14 +47,10 @@ void MissileScript::activate() {
anim[0].get().active = true;
anim[1].get().active = true;
anim[2].get().stop();
- //anim[3].get().active = true;
-
sprites[0].get().active = true;
sprites[1].get().active = true;
sprites[2].get().active = false;
- //sprites[3].get().active = true;
}
-
bool MissileScript::on_collision(const CollisionEvent & ev) {
auto & explosion_sound = this->get_components<AudioSource>().back().get();
@@ -79,6 +73,7 @@ void MissileScript::fixed_update(crepe::duration_t dt) {
const auto & cam = this->get_components_by_name<Transform>("camera").front().get();
const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity;
+
if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) {
this->kill_missile();
return;
diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp
index c7209b7..6109686 100644
--- a/game/missile/SpawnEvent.cpp
+++ b/game/missile/SpawnEvent.cpp
@@ -20,16 +20,17 @@ void MissileSpawnEventHandler::init() {
}
bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
- auto missile_transforms = this->get_components_by_name<Transform>("missile");
auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert");
- auto alert_transforms = this->get_components_by_name<Transform>("missile_alert");
+
+ auto missile_transforms = this->get_components_by_name<Transform>("missile");
auto colliders = this->get_components_by_name<CircleCollider>("missile");
auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile");
auto missile_audiosources = this->get_components_by_name<AudioSource>("missile");
+
auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get();
- for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) {
- auto & script = missile_behaviorscripts[i * 2].get();
+ for (size_t i = 0; i < missile_transforms.size(); ++i) {
+ BehaviorScript & script = missile_behaviorscripts[i * 2].get();
if (script.active) continue;
script.active = true;
colliders[i].get().active = true;
@@ -39,7 +40,6 @@ bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET;
transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE);
- auto & alert_transform = alert_transforms[i].get();
auto & alert_sprite = alert_sprites[i].get();
alert_sprite.active = true;
break;
diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h
index 58293d7..3b9638c 100644
--- a/game/missile/SpawnEvent.h
+++ b/game/missile/SpawnEvent.h
@@ -10,7 +10,7 @@ struct MissileSpawnEvent : public crepe::Event {};
class MissileSpawnEventHandler : public crepe::Script {
private:
static constexpr int MISSILE_OFFSET = VIEWPORT_X;
- static constexpr int RANGE = GAME_HEIGHT / 4;
+ static constexpr int RANGE = GAME_HEIGHT / 4.5;
static constexpr int MIN_RANGE = -RANGE;
static constexpr int MAX_RANGE = RANGE;
diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp
index c4148f2..5a93c2b 100644
--- a/game/preview/NpcScript.cpp
+++ b/game/preview/NpcScript.cpp
@@ -7,16 +7,15 @@
using namespace std;
using namespace crepe;
-void NpcScript::init() {}
void NpcScript::fixed_update(duration_t dt) {
auto & rb = this->get_component<Rigidbody>();
auto & npc = this->get_component<Sprite>();
auto & transform = this->get_component<Transform>();
- if (transform.position.x < -990) {
+ if (transform.position.x < 200) {
rb.data.linear_velocity.x *= -1;
}
- if (transform.position.x > 990) {
+ if (transform.position.x > 700) {
rb.data.linear_velocity.x *= -1;
}
@@ -25,8 +24,4 @@ void NpcScript::fixed_update(duration_t dt) {
} else {
npc.data.flip = {false, false};
}
-
- auto & savemgr = this->get_save_manager();
- savemgr.set("npc_x", transform.position.x);
- savemgr.set("npc_y", transform.position.y);
}
diff --git a/game/preview/NpcScript.h b/game/preview/NpcScript.h
index 8d856fd..d278f83 100644
--- a/game/preview/NpcScript.h
+++ b/game/preview/NpcScript.h
@@ -1,11 +1,8 @@
+#pragma once
#include <crepe/api/Script.h>
class NpcScript : public crepe::Script {
-
-private:
-
public:
- void init();
void fixed_update(crepe::duration_t dt);
};
diff --git a/game/preview/NpcSubScene.cpp b/game/preview/NpcSubScene.cpp
index bd6cfb2..a3781af 100644
--- a/game/preview/NpcSubScene.cpp
+++ b/game/preview/NpcSubScene.cpp
@@ -15,11 +15,7 @@
using namespace crepe;
NpcSubScene::NpcSubScene(Scene & scn) {
- auto & savemgr = scn.get_save_manager();
- ValueBroker npc_x = savemgr.get<float>("npc_x", 500);
- ValueBroker npc_y = savemgr.get<float>("npc_y", 0);
-
- GameObject npc = scn.new_object("npc", "npc_tag", vec2 {npc_x.get(), npc_y.get()}, 0, 1);
+ GameObject npc = scn.new_object("npc", "npc_tag", vec2 {500, 0}, 0, 1);
Asset npc_body {"asset/workers/worker1Body.png"};
Asset npc_head {"asset/workers/worker1Head.png"};
diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp
index b59a0af..4351deb 100644
--- a/game/preview/PrevPlayerSubScene.cpp
+++ b/game/preview/PrevPlayerSubScene.cpp
@@ -16,13 +16,9 @@
using namespace crepe;
PrevPlayerSubScene::PrevPlayerSubScene(Scene & scn) {
- auto & savemgr = scn.get_save_manager();
-
- ValueBroker player_x = savemgr.get<float>("player_x", 500);
- ValueBroker player_y = savemgr.get<float>("player_y", -100);
GameObject player
- = scn.new_object("player", "TAG", vec2 {player_x.get(), player_y.get()}, 0, 1);
+ = scn.new_object("player", "player", vec2 {800 , -100}, 0, 1);
Asset player_body_asset {"asset/barry/defaultBody.png"};
Sprite & player_body_sprite = player.add_component<Sprite>(
player_body_asset,