From 7e12ebdf945d40d6f11872cf5852c9bb54d1864f Mon Sep 17 00:00:00 2001 From: Loek Le Blansch <loek@pipeframe.xyz> Date: Sun, 22 Dec 2024 16:12:31 +0100 Subject: big WIP --- game/CMakeLists.txt | 17 ++++++++--------- 1 file changed, 8 insertions(+), 9 deletions(-) (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..a149487 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -8,20 +8,19 @@ set(CMAKE_BUILD_TYPE Debug) project(game C CXX) add_subdirectory(../src crepe) -add_executable(main - background/AquariumSubScene.cpp - background/BackgroundSubScene.cpp - background/ForestParallaxScript.cpp - background/ForestSubScene.cpp + +add_executable(main) + +target_sources(main PUBLIC GameScene.cpp - background/HallwaySubScene.cpp MoveCameraManualyScript.cpp - PlayerScript.cpp - PlayerSubScene.cpp StartGameScript.cpp - background/StartSubScene.cpp main.cpp ) +add_subdirectory(background) +add_subdirectory(prefab) + target_link_libraries(main PUBLIC crepe) +target_include_directories(main PRIVATE .) -- cgit v1.2.3 From 36942c357663a033582a1dfb39af0d3ab15afd0c Mon Sep 17 00:00:00 2001 From: WBoerenkamps <wrj.boerenkamps@student.avans.nl> Date: Mon, 6 Jan 2025 10:46:11 +0100 Subject: start of enemypool and creation --- game/CMakeLists.txt | 2 ++ game/enemy/EnemyPool.cpp | 7 +++++++ game/enemy/EnemyPool.h | 10 ++++++++++ game/enemy/EnemySubScene.cpp | 29 +++++++++++++++++++++++++++++ game/enemy/EnemySubScene.h | 10 ++++++++++ 5 files changed, 58 insertions(+) create mode 100644 game/enemy/EnemyPool.cpp create mode 100644 game/enemy/EnemyPool.h create mode 100644 game/enemy/EnemySubScene.cpp create mode 100644 game/enemy/EnemySubScene.h (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 937b5e6..a5218a5 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,6 +9,8 @@ project(game C CXX) add_subdirectory(../src crepe) add_executable(main + enemy/EnemyPool.cpp + enemy/EnemySubScene.cpp background/AquariumSubScene.cpp background/BackgroundSubScene.cpp background/ForestParallaxScript.cpp 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..e2b9ddd --- /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 = 100; +}; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp new file mode 100644 index 0000000..4187411 --- /dev/null +++ b/game/enemy/EnemySubScene.cpp @@ -0,0 +1,29 @@ +#include <string> + +#include "EnemySubScene.h" +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Sprite.h> +using namespace crepe; +using namespace std; +int EnemySubScene::create(Scene & scn){ + vec2 size = {20, 20}; + + static int coin_counter = 0; + string unique_name = "enemy_" + to_string(coin_counter++); + GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{650,0},0,1); + enemy.add_component<Rigidbody>(Rigidbody::Data{ + .body_type = Rigidbody::BodyType::DYNAMIC, + }); + crepe::OptionalRef<Sprite> enemy_sprite = enemy.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{ + .sorting_in_layer = 100, + .order_in_layer = 100, + .size = vec2(0, 50), + }); + enemy.add_component<> + + return coin_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); +}; -- cgit v1.2.3 From 743cdd5b2fe175605352c337396c3d70dac66247 Mon Sep 17 00:00:00 2001 From: Loek Le Blansch <loek@pipeframe.xyz> Date: Tue, 7 Jan 2025 09:43:53 +0100 Subject: roll back player controller --- game/CMakeLists.txt | 2 ++ game/GameScene.cpp | 4 +-- game/PlayerScript.cpp | 11 +++++++ game/PlayerScript.h | 8 +++++ game/PlayerSubScene.cpp | 76 ++++++++++++++++++++++++++++++++++++++++++++ game/PlayerSubScene.h | 10 ++++++ game/prefab/CMakeLists.txt | 2 -- game/prefab/PlayerObject.cpp | 71 ----------------------------------------- game/prefab/PlayerObject.h | 30 ----------------- game/prefab/PlayerScript.cpp | 13 -------- game/prefab/PlayerScript.h | 16 ---------- 11 files changed, 109 insertions(+), 134 deletions(-) create mode 100644 game/PlayerScript.cpp create mode 100644 game/PlayerScript.h create mode 100644 game/PlayerSubScene.cpp create mode 100644 game/PlayerSubScene.h delete mode 100644 game/prefab/PlayerObject.cpp delete mode 100644 game/prefab/PlayerObject.h delete mode 100644 game/prefab/PlayerScript.cpp delete mode 100644 game/prefab/PlayerScript.h (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index a149487..32d7085 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -15,6 +15,8 @@ target_sources(main PUBLIC GameScene.cpp MoveCameraManualyScript.cpp StartGameScript.cpp + PlayerScript.cpp + PlayerSubScene.cpp main.cpp ) diff --git a/game/GameScene.cpp b/game/GameScene.cpp index b287763..71612e3 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -20,7 +20,7 @@ #include "StartGameScript.h" #include "background/BackgroundSubScene.h" -#include "prefab/PlayerObject.h" +#include "PlayerSubScene.h" #include "prefab/ZapperObject.h" using namespace crepe; @@ -41,7 +41,7 @@ void GameScene::load_scene() { camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); camera.add_component<Rigidbody>(Rigidbody::Data {}); - PlayerObject {new_object("player", "player", vec2(-100, 200))}; + PlayerSubScene player(*this); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); floor.add_component<Rigidbody>(Rigidbody::Data { diff --git a/game/PlayerScript.cpp b/game/PlayerScript.cpp new file mode 100644 index 0000000..1c388f5 --- /dev/null +++ b/game/PlayerScript.cpp @@ -0,0 +1,11 @@ +#include "PlayerScript.h" + +#include <crepe/api/Rigidbody.h> + +using namespace crepe; +using namespace std; + +void PlayerScript::fixed_update(crepe::duration_t dt) { + Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front(); + if (this->get_key_state(Keycode::SPACE)) rb.add_force_linear(vec2(0, -10)); +} diff --git a/game/PlayerScript.h b/game/PlayerScript.h new file mode 100644 index 0000000..84c4f7f --- /dev/null +++ b/game/PlayerScript.h @@ -0,0 +1,8 @@ +#pragma once + +#include <crepe/api/Script.h> + +class PlayerScript : public crepe::Script { +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/PlayerSubScene.cpp b/game/PlayerSubScene.cpp new file mode 100644 index 0000000..00b7810 --- /dev/null +++ b/game/PlayerSubScene.cpp @@ -0,0 +1,76 @@ +#include "PlayerSubScene.h" +#include "Config.h" +#include "PlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; +using namespace std; + +PlayerSubScene::PlayerSubScene(Scene & scn) { + GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + Asset player_body_asset {"asset/barry/defaultBody.png"}; + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + player.add_component<Animator>( + player_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_head_asset {"asset/barry/defaultHead.png"}; + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + player.add_component<Animator>( + player_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & player_jetpack_sprite = player.add_component<Sprite>( + player_jetpack_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(-20, 0), + } + ); + player_jetpack_sprite.active = false; + player.add_component<Animator>( + player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(100, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BoxCollider>(vec2(50, 50)); + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = false; +} diff --git a/game/PlayerSubScene.h b/game/PlayerSubScene.h new file mode 100644 index 0000000..bf94c32 --- /dev/null +++ b/game/PlayerSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PlayerSubScene { +public: + PlayerSubScene(crepe::Scene & scn); +}; diff --git a/game/prefab/CMakeLists.txt b/game/prefab/CMakeLists.txt index 5585a32..5f8ea6c 100644 --- a/game/prefab/CMakeLists.txt +++ b/game/prefab/CMakeLists.txt @@ -1,6 +1,4 @@ target_sources(main PUBLIC - PlayerObject.cpp - PlayerScript.cpp ZapperObject.cpp ) diff --git a/game/prefab/PlayerObject.cpp b/game/prefab/PlayerObject.cpp deleted file mode 100644 index 2d48bf8..0000000 --- a/game/prefab/PlayerObject.cpp +++ /dev/null @@ -1,71 +0,0 @@ -#include "PlayerObject.h" -#include "Config.h" -#include "PlayerScript.h" - -using namespace crepe; - -PlayerObject::PlayerObject(crepe::GameObject && base) - : GameObject(std::move(base)), - sprite { - .body = add_component<Sprite>( - Asset {"asset/barry/defaultBody.png"}, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 0, - .size = vec2(0, 50), - } - ), - .head = add_component<Sprite>( - Asset {"asset/barry/defaultHead.png"}, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 1, - .size = vec2(0, 50), - .position_offset = vec2(0, -20), - } - ), - .jetpack = add_component<Sprite>( - Asset {"asset/barry/jetpackDefault.png"}, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_PLAYER, - .order_in_layer = 2, - .size = vec2(0, 60), - .position_offset = vec2(-20, 0), - } - ) - }, - animator { - .body = add_component<Animator>( - sprite.body, ivec2(32, 32), uvec2(4, 8), - Animator::Data { - .fps = 5, - .looping = true, - } - ), - .head = add_component<Animator>( - sprite.head, ivec2(32, 32), uvec2(4, 8), - Animator::Data { - .fps = 5, - .looping = true, - } - ), - .jetpack = add_component<Animator>( - sprite.jetpack, ivec2(32, 44), uvec2(4, 4), - Animator::Data { - .fps = 5, - .looping = true, - } - ), - }, - body(add_component<Rigidbody>(Rigidbody::Data { - .gravity_scale = 20, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2(100, 0), - .collision_layers = {COLL_LAY_BOT_TOP}, - .collision_layer = COLL_LAY_PLAYER, - })), - collider(add_component<BoxCollider>(vec2(50, 50))), - controller(add_component<BehaviorScript>().set_script<PlayerScript>(*this)) { - sprite.jetpack.active = false; - controller.active = false; -} diff --git a/game/prefab/PlayerObject.h b/game/prefab/PlayerObject.h deleted file mode 100644 index a44d367..0000000 --- a/game/prefab/PlayerObject.h +++ /dev/null @@ -1,30 +0,0 @@ -#pragma once - -#include <crepe/api/Animator.h> -#include <crepe/api/BehaviorScript.h> -#include <crepe/api/BoxCollider.h> -#include <crepe/api/GameObject.h> -#include <crepe/api/Rigidbody.h> -#include <crepe/api/Sprite.h> - -class PlayerObject : public crepe::GameObject { -public: - PlayerObject(crepe::GameObject &&); - -public: - struct { - crepe::Sprite & body; - crepe::Sprite & head; - crepe::Sprite & jetpack; - } sprite; - - struct { - crepe::Animator & body; - crepe::Animator & head; - crepe::Animator & jetpack; - } animator; - - crepe::Rigidbody & body; - crepe::BoxCollider & collider; - crepe::BehaviorScript & controller; -}; diff --git a/game/prefab/PlayerScript.cpp b/game/prefab/PlayerScript.cpp deleted file mode 100644 index 3d06476..0000000 --- a/game/prefab/PlayerScript.cpp +++ /dev/null @@ -1,13 +0,0 @@ -#include <cassert> -#include <crepe/api/Rigidbody.h> - -#include "PlayerScript.h" - -using namespace crepe; -using namespace std; - -PlayerScript::PlayerScript(const PlayerObject & player) : player(player) {} - -void PlayerScript::fixed_update(crepe::duration_t dt) { - if (this->get_key_state(Keycode::SPACE)) player.body.add_force_linear({0, -10}); -} diff --git a/game/prefab/PlayerScript.h b/game/prefab/PlayerScript.h deleted file mode 100644 index cc0f0aa..0000000 --- a/game/prefab/PlayerScript.h +++ /dev/null @@ -1,16 +0,0 @@ -#pragma once - -#include <crepe/api/Script.h> - -#include "PlayerObject.h" - -class PlayerScript : public crepe::Script { -public: - PlayerScript(const PlayerObject & player); - -protected: - void fixed_update(crepe::duration_t dt); - -protected: - PlayerObject player; -}; -- cgit v1.2.3 From b8acb539a3580bf0665fe435c55f33ba16cb507e Mon Sep 17 00:00:00 2001 From: Loek Le Blansch <loek@pipeframe.xyz> Date: Wed, 8 Jan 2025 09:58:34 +0100 Subject: WIP --- game/CMakeLists.txt | 2 +- game/Config.h | 7 ++++--- game/Random.cpp | 28 ++++++++++++++++++++++++++++ game/Random.h | 11 +++++++++++ game/main.cpp | 7 +++++-- game/prefab/ZapperPoolScript.cpp | 9 ++++++++- 6 files changed, 57 insertions(+), 7 deletions(-) create mode 100644 game/Random.cpp create mode 100644 game/Random.h (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 48844b7..5c7bb6b 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -4,7 +4,6 @@ set(CMAKE_C_STANDARD 11) set(CMAKE_CXX_STANDARD 20) set(CMAKE_EXPORT_COMPILE_COMMANDS 1) set(CMAKE_BUILD_TYPE Debug) - project(game C CXX) add_subdirectory(../src crepe) @@ -45,6 +44,7 @@ target_sources(main PUBLIC hud/HudSubScene.cpp hud/HudScript.cpp hud/SpeedScript.cpp + Random.cpp ) add_subdirectory(background) diff --git a/game/Config.h b/game/Config.h index 8c27226..95846d2 100644 --- a/game/Config.h +++ b/game/Config.h @@ -31,11 +31,12 @@ 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 GAME_HEIGHT = 800; // In game units +static constexpr float GAME_HEIGHT = 800; // In game units +static constexpr float HALLWAY_HEIGHT = 475; // In game units -static constexpr int VIEWPORT_X = 1100; // In game units +static constexpr float VIEWPORT_X = 1100; // In game units // 'GAME_HEIGHT' (below) should be replaced by '500' when game development is finished -static constexpr int VIEWPORT_Y = 500; // In game units +static constexpr float VIEWPORT_Y = 500; // In game units // Font settings static constexpr const char* FONT = "Jetpackia"; diff --git a/game/Random.cpp b/game/Random.cpp new file mode 100644 index 0000000..59be3c5 --- /dev/null +++ b/game/Random.cpp @@ -0,0 +1,28 @@ +#include <cstdlib> + +#include "Random.h" + +float Random::f(float upper, float lower) { + float range = upper - lower; + float x = ((float) rand() / (float) (RAND_MAX)) * range; + return x + lower; +} + +double Random::d(double upper, double lower) { + double range = upper - lower; + double x = ((double) rand() / (double) (RAND_MAX)) * range; + return x + lower; +} + +int Random::i(int upper, int lower) { + int range = upper - lower; + int x = rand() % range; + return x + lower; +} + +unsigned Random::u(unsigned upper, unsigned lower) { + unsigned range = upper - lower; + unsigned x = rand() % range; + return x + lower; +} + diff --git a/game/Random.h b/game/Random.h new file mode 100644 index 0000000..cf05e87 --- /dev/null +++ b/game/Random.h @@ -0,0 +1,11 @@ +#pragma once + +class Random { +public: + static float f(float upper = 1.0, float lower = 0.0); + 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/main.cpp b/game/main.cpp index bd5ca93..b6458b8 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -1,3 +1,5 @@ +#include <cstdlib> + #include <crepe/api/Engine.h> #include <crepe/api/Script.h> @@ -6,16 +8,17 @@ #include "menus/mainmenu/MainMenuScene.h" #include "menus/shop/ShopMenuScene.h" - using namespace crepe; int main() { + srand(time(NULL)); + Config::get_instance() = ENGINE_CONFIG; 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/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp index e42adc9..c6ce1e7 100644 --- a/game/prefab/ZapperPoolScript.cpp +++ b/game/prefab/ZapperPoolScript.cpp @@ -1,9 +1,11 @@ #include <crepe/api/Camera.h> #include "../Config.h" +#include "../Random.h" #include "ZapperPoolScript.h" #include "ZapperPoolSubScene.h" +#include "util/OptionalRef.h" using namespace crepe; using namespace std; @@ -24,9 +26,14 @@ void ZapperPoolScript::fixed_update(crepe::duration_t) { } void ZapperPoolScript::spawn_random() { + OptionalRef<ZapperObject> zapper = pool.get_next_zapper(); + if (!zapper) return; // pool exhausted + vec2 pos = this->get_camera_pos(); - logf(Log::DEBUG, "Spawning random zapper at {}", pos); + pos.y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT; + zapper->place(pos, 0, Random::f(400, 200)); + logf(Log::DEBUG, "Spawning random zapper at {}", pos); } vec2 ZapperPoolScript::get_camera_pos() { -- cgit v1.2.3 From 7f7c5c56dce30d47c32fb57fad6d839d0990b054 Mon Sep 17 00:00:00 2001 From: WBoerenkamps <wrj.boerenkamps@student.avans.nl> Date: Wed, 8 Jan 2025 10:08:03 +0100 Subject: enemy spawn working + enemy shooting --- game/CMakeLists.txt | 8 +++ game/Config.h | 2 + game/GameScene.cpp | 34 +++++++++++-- game/StartGameScript.cpp | 23 ++++----- game/enemy/BattleScript.cpp | 53 ++++++++++++++++++++ game/enemy/BattleScript.h | 20 ++++++++ game/enemy/BattleWonEvent.h | 5 ++ game/enemy/EnemyBulletPool.cpp | 8 +++ game/enemy/EnemyBulletPool.h | 10 ++++ game/enemy/EnemyBulletScript.cpp | 36 ++++++++++++++ game/enemy/EnemyBulletScript.h | 11 +++++ game/enemy/EnemyBulletSubScene.cpp | 51 +++++++++++++++++++ game/enemy/EnemyBulletSubScene.h | 10 ++++ game/enemy/EnemyPool.h | 2 +- game/enemy/EnemyScript.cpp | 96 ++++++++++++++++++++++++++++++++++++ game/enemy/EnemyScript.h | 29 +++++++++-- game/enemy/EnemySubScene.cpp | 44 +++++++++++++---- game/player/PlayerBulletPool.cpp | 8 +++ game/player/PlayerBulletPool.h | 10 ++++ game/player/PlayerBulletScript.cpp | 39 +++++++++++++++ game/player/PlayerBulletScript.h | 11 +++++ game/player/PlayerBulletSubScene.cpp | 51 +++++++++++++++++++ game/player/PlayerBulletSubScene.h | 10 ++++ game/player/PlayerEndScript.cpp | 2 + game/player/PlayerScript.cpp | 37 ++++++++++++-- game/player/PlayerScript.h | 5 +- game/player/PlayerSubScene.cpp | 8 +-- 27 files changed, 587 insertions(+), 36 deletions(-) create mode 100644 game/enemy/BattleScript.cpp create mode 100644 game/enemy/BattleScript.h create mode 100644 game/enemy/BattleWonEvent.h create mode 100644 game/enemy/EnemyBulletPool.cpp create mode 100644 game/enemy/EnemyBulletPool.h create mode 100644 game/enemy/EnemyBulletScript.cpp create mode 100644 game/enemy/EnemyBulletScript.h create mode 100644 game/enemy/EnemyBulletSubScene.cpp create mode 100644 game/enemy/EnemyBulletSubScene.h create mode 100644 game/player/PlayerBulletPool.cpp create mode 100644 game/player/PlayerBulletPool.h create mode 100644 game/player/PlayerBulletScript.cpp create mode 100644 game/player/PlayerBulletScript.h create mode 100644 game/player/PlayerBulletSubScene.cpp create mode 100644 game/player/PlayerBulletSubScene.h (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 819b88c..0e7fc6b 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -9,8 +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 @@ -20,6 +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 background/StartSubScene.cpp diff --git a/game/Config.h b/game/Config.h index d6f8349..aa04018 100644 --- a/game/Config.h +++ b/game/Config.h @@ -16,6 +16,8 @@ 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 a8fcb47..af6fc61 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -5,7 +5,12 @@ #include "background/BackgroundSubScene.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 <cmath> #include <crepe/api/Animator.h> #include <crepe/api/Asset.h> @@ -15,6 +20,7 @@ #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> @@ -29,7 +35,7 @@ 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, @@ -37,7 +43,13 @@ void GameScene::load_scene() { ); camera.add_component<BehaviorScript>().set_script<MoveCameraManualyScript>(); 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); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); @@ -116,6 +128,22 @@ void GameScene::load_scene() { .collision_layer = COLL_LAY_MISSILE, }); missile.add_component<BoxCollider>(vec2(100, 100)); + //Enemy pool + EnemyPool enemy_pool; + enemy_pool.create_enemies(*this); + PlayerBulletPool player_bullet_pool; + player_bullet_pool.create_bullets(*this); + //Enemy Bullet pool + // PlayerBulletSubScene player_bullet; + // player_bullet.create(*this); + EnemyBulletPool enemy_bullet_pool; + enemy_bullet_pool.create_bullets(*this); + BehaviorScript& script = camera.add_component<BehaviorScript>().set_script<BattleScript>(); + + // EnemySubScene enemy_sub_scene1; + // enemy_sub_scene1.create(*this); + // EnemySubScene enemy_sub_scene2; + // enemy_sub_scene2.create(*this); } string GameScene::get_name() const { return "scene1"; } diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index c786eb4..5698a53 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,3 +1,4 @@ +#include <iostream> #include "StartGameScript.h" #include "Config.h" @@ -10,7 +11,7 @@ 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(); @@ -49,14 +50,14 @@ 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.h b/game/enemy/EnemyPool.h index e2b9ddd..916b930 100644 --- a/game/enemy/EnemyPool.h +++ b/game/enemy/EnemyPool.h @@ -6,5 +6,5 @@ class EnemyPool { public: void create_enemies(crepe::Scene & scn); private: - static constexpr int MAXIMUM_AMOUNT = 100; + static constexpr int MAXIMUM_AMOUNT = 10; }; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index e69de29..1fbefaa 100644 --- a/game/enemy/EnemyScript.cpp +++ 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 index 0ecf050..35d2626 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -1,7 +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 update() override; - void onCollide(const CollisionEvent & collisionData); + 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 index 4a567b9..5618829 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,6 +1,7 @@ #include <string> #include "EnemySubScene.h" +#include "EnemyScript.h" #include <crepe/api/GameObject.h> #include <crepe/api/Scene.h> #include <crepe/api/BoxCollider.h> @@ -9,37 +10,56 @@ #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 coin_counter = 0; - string unique_name = "enemy_" + to_string(coin_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{650,0},0,1); + 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}, - .collision_layer = COLL_LAY_PLAYER, + .max_linear_velocity = 400, + .collision_layer = COLL_LAY_ENEMY, + }); - Asset enemy_body_asset {"asset/worker/worker1body.png"}; + 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/worker1Head.png"}; + 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), @@ -58,13 +78,14 @@ int EnemySubScene::create(Scene & scn){ 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), + .position_offset = vec2(20, 0), } ); - enemy_jetpack_sprite.active = false; + enemy_jetpack_sprite.active = true; enemy.add_component<Animator>( enemy_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), Animator::Data { @@ -72,5 +93,10 @@ int EnemySubScene::create(Scene & scn){ .looping = true, } ); - return coin_counter; + + 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/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..e1637c2 --- /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..eb34046 --- /dev/null +++ b/game/player/PlayerBulletSubScene.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 "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}, + .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/effect_smgbullet_x2.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(60,0), + } + ); + 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 e04fb9d..fc3b8a1 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,3 +1,4 @@ +#include <iostream> #include "PlayerEndScript.h" #include "../Config.h" @@ -22,6 +23,7 @@ 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 472d7c8..8372080 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,10 +1,12 @@ +#include <iostream> #include "PlayerScript.h" #include "../Config.h" - +#include "../enemy/BattleScript.h" #include <crepe/api/Animator.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> @@ -16,7 +18,6 @@ void PlayerScript::init() { return this->on_collision(ev); }); } - 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(); @@ -77,8 +78,16 @@ 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)){ + this->shoot(transform.position,0); + } 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) { @@ -117,3 +126,25 @@ 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 d8eb098..cdb466f 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -7,10 +7,11 @@ 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; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index c1e5e2f..99a0fb4 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -18,7 +18,7 @@ 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>( @@ -143,11 +143,11 @@ 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; + player.add_component<BehaviorScript>().set_script<PlayerScript>().active = true; player.add_component<BehaviorScript>().set_script<PlayerEndScript>().active = false; } -- cgit v1.2.3 From b445a1716a46dc875e0b2180c1a1b6022ec7a6d3 Mon Sep 17 00:00:00 2001 From: heavydemon21 <nielsstunnebrink1@gmail.com> Date: Wed, 8 Jan 2025 14:10:27 +0100 Subject: missile/preview/schedular/PreviewScene --- game/CMakeLists.txt | 45 ++++++++++-- game/PreviewScene.cpp | 99 +++++++++++++++++++++++++++ game/PreviewScene.h | 11 +++ game/missile/MissilePool.cpp | 16 +++++ game/missile/MissilePool.h | 11 +++ game/missile/MissileScript.cpp | 105 ++++++++++++++++++++++++++++ game/missile/MissileScript.h | 20 ++++++ game/missile/MissileSubScene.cpp | 101 +++++++++++++++++++++++++++ game/missile/MissileSubScene.h | 12 ++++ game/missile/SpawnEvent.cpp | 47 +++++++++++++ game/missile/SpawnEvent.h | 20 ++++++ game/preview/NpcScript.cpp | 32 +++++++++ game/preview/NpcScript.h | 11 +++ game/preview/NpcSubScene.cpp | 69 +++++++++++++++++++ game/preview/NpcSubScene.h | 10 +++ game/preview/PrevPlayerScript.cpp | 132 ++++++++++++++++++++++++++++++++++++ game/preview/PrevPlayerScript.h | 23 +++++++ game/preview/PrevPlayerSubScene.cpp | 86 +++++++++++++++++++++++ game/preview/PrevPlayerSubScene.h | 10 +++ game/preview/SmokeSubScene.cpp | 37 ++++++++++ game/preview/SmokeSubScene.h | 10 +++ game/scheduler/ObjectsScheduler.cpp | 41 +++++++++++ game/scheduler/ObjectsScheduler.h | 34 ++++++++++ 23 files changed, 977 insertions(+), 5 deletions(-) create mode 100644 game/PreviewScene.cpp create mode 100644 game/PreviewScene.h create mode 100644 game/missile/MissilePool.cpp create mode 100644 game/missile/MissilePool.h create mode 100644 game/missile/MissileScript.cpp create mode 100644 game/missile/MissileScript.h create mode 100644 game/missile/MissileSubScene.cpp create mode 100644 game/missile/MissileSubScene.h create mode 100644 game/missile/SpawnEvent.cpp create mode 100644 game/missile/SpawnEvent.h create mode 100644 game/preview/NpcScript.cpp create mode 100644 game/preview/NpcScript.h create mode 100644 game/preview/NpcSubScene.cpp create mode 100644 game/preview/NpcSubScene.h create mode 100644 game/preview/PrevPlayerScript.cpp create mode 100644 game/preview/PrevPlayerScript.h create mode 100644 game/preview/PrevPlayerSubScene.cpp create mode 100644 game/preview/PrevPlayerSubScene.h create mode 100644 game/preview/SmokeSubScene.cpp create mode 100644 game/preview/SmokeSubScene.h create mode 100644 game/scheduler/ObjectsScheduler.cpp create mode 100644 game/scheduler/ObjectsScheduler.h (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 4e31f80..47adb11 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -8,25 +8,56 @@ project(game C CXX) add_subdirectory(../src crepe) add_executable(main + #background background/AquariumSubScene.cpp background/AquariumScript.cpp background/BackgroundSubScene.cpp background/ForestParallaxScript.cpp background/ForestSubScene.cpp - GameScene.cpp background/HallwaySubScene.cpp + background/StartSubScene.cpp + + # mainscenes + GameScene.cpp + menus/shop/ShopMenuScene.cpp + menus/mainmenu/MainMenuScene.cpp + PreviewScene.cpp + main.cpp + + # missile + missile/MissilePool.cpp + missile/MissileScript.cpp + missile/MissileSubScene.cpp + missile/SpawnEvent.cpp + + #scheduling + scheduler/ObjectsScheduler.cpp + + # Preview + preview/SmokeSubScene.cpp + preview/NpcSubScene.cpp + preview/NpcScript.cpp + preview/PrevPlayerSubScene.cpp + preview/PrevPlayerScript.cpp + + # scripts background/HallwayScript.cpp MoveCameraManualyScript.cpp + StartGameScript.cpp + + # player player/PlayerScript.cpp player/PlayerSubScene.cpp - StartGameScript.cpp player/PlayerEndScript.cpp player/PlayerAudioScript.cpp - background/StartSubScene.cpp + + # workers workers/WorkersSubScene.cpp workers/WorkerScript.cpp workers/PanicFromPlayerScript.cpp workers/CollisionScript.cpp + + # menus main.cpp menus/BannerSubScene.cpp menus/ButtonSubScene.cpp @@ -36,20 +67,24 @@ add_executable(main menus/ButtonNextMainMenuSubScript.cpp menus/FloatingWindowSubScene.cpp menus/IFloatingWindowScript.cpp - menus/shop/ShopMenuScene.cpp menus/mainmenu/ButtonTransitionPreviewSubScript.cpp menus/mainmenu/ITransitionScript.cpp - menus/mainmenu/MainMenuScene.cpp menus/mainmenu/TransitionStartSubScript.cpp menus/endgame/EndGameSubScene.cpp menus/endgame/EndGameSubScript.cpp + + # coins coins/CoinSubScene.cpp coins/CoinPoolSubScene.cpp coins/CoinSystemScript.cpp coins/CoinScript.cpp + + # hud hud/HudSubScene.cpp hud/HudScript.cpp hud/SpeedScript.cpp + + #random Random.cpp ) diff --git a/game/PreviewScene.cpp b/game/PreviewScene.cpp new file mode 100644 index 0000000..6cd9e78 --- /dev/null +++ b/game/PreviewScene.cpp @@ -0,0 +1,99 @@ +#include "PreviewScene.h" + +#include "Config.h" +#include "background/BackgroundSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" +#include "preview/NpcSubScene.h" +#include "preview/PrevPlayerSubScene.h" +#include "preview/SmokeSubScene.h" + +#include "missile/MissileSubScene.h" + +#include <cmath> +#include <crepe/api/Animator.h> +#include <crepe/api/Asset.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/BoxCollider.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Color.h> +#include <crepe/api/Event.h> +#include <crepe/api/GameObject.h> +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Rigidbody.h> +#include <crepe/api/Script.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> +#include <crepe/types.h> +#include <iostream> + +using namespace crepe; +using namespace std; + +void PreviewScene::load_scene() { + + BackgroundSubScene background(*this); + + GameObject camera = new_object("camera", "camera", vec2(650, 0)); + camera.add_component<Camera>( + ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), + Camera::Data { + .bg_color = Color::RED, + } + ); + camera.add_component<Rigidbody>(Rigidbody::Data {}); + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); + + GameObject floor = new_object("floor", "game_world", vec2(0, 325)); + floor.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_TOP, + }); + floor.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_low = new_object("floor_low", "game_world", vec2(0, 350)); + floor_low.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_LOW, + }); + floor_low.add_component<BoxCollider>(vec2(INFINITY, 200)); + GameObject floor_high = new_object("floor_high", "game_world", vec2(0, 300)); + floor_high.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .collision_layer = COLL_LAY_BOT_HIGH, + }); + GameObject ceiling = new_object("ceiling", "game_world", vec2(0, -325)); + ceiling.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::STATIC, + .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}, + }); + + PrevPlayerSubScene player(*this); + NpcSubScene npc(*this); + SmokeSubScene smoke(*this); + MissilePool mpool(*this); + + /* + + 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/PreviewScene.h b/game/PreviewScene.h new file mode 100644 index 0000000..afe911e --- /dev/null +++ b/game/PreviewScene.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> +#include <string> + +class PreviewScene : public crepe::Scene { +public: + void load_scene(); + + std::string get_name() const; +}; diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp new file mode 100644 index 0000000..e549210 --- /dev/null +++ b/game/missile/MissilePool.cpp @@ -0,0 +1,16 @@ +#include "MissilePool.h" +#include "MissileSubScene.h" + +#include <crepe/api/Scene.h> + +using namespace std; +using namespace crepe; + +MissilePool::MissilePool(Scene & scn) { + int amount = 0; + MissileSubScene missile; + while (amount < this->MAX_MISSILE_COUNT) { + missile.create(scn); + amount++; + } +} diff --git a/game/missile/MissilePool.h b/game/missile/MissilePool.h new file mode 100644 index 0000000..296701e --- /dev/null +++ b/game/missile/MissilePool.h @@ -0,0 +1,11 @@ +#pragma once + +#include <crepe/api/Scene.h> + +class MissilePool { +public: + MissilePool(crepe::Scene & scn); + +private: + static constexpr unsigned int MAX_MISSILE_COUNT = 5; +}; diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp new file mode 100644 index 0000000..6d0e40e --- /dev/null +++ b/game/missile/MissileScript.cpp @@ -0,0 +1,105 @@ +#include "MissileScript.h" +#include "../Config.h" +#include "api/BehaviorScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/Transform.h> +#include <crepe/system/CollisionSystem.h> +#include <crepe/types.h> + +#include <cmath> +#include <crepe/api/AI.h> +#include <crepe/api/KeyCodes.h> +#include <crepe/api/Sprite.h> + +using namespace std; +using namespace crepe; + +void MissileScript::init() { + subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool { + return this->on_collision(ev); + }); + this->seeking_disabled = false; +} +void MissileScript::kill_missile() { + auto animations = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + auto & fly_sound = this->get_components<AudioSource>().front().get(); + auto & this_script = this->get_components<BehaviorScript>().back().get(); + + animations[0].get().active = false; + animations[1].get().active = false; + animations[2].get().active = true; + sprites[0].get().active = false; + sprites[1].get().active = false; + sprites[2].get().active = true; + + this_script.active = false; + this->seeking_disabled = false; + + fly_sound.stop(); +} +void MissileScript::activate() { + auto anim = this->get_components<Animator>(); + auto sprites = this->get_components<Sprite>(); + + anim[0].get().active = true; + anim[1].get().active = true; + anim[2].get().stop(); + sprites[0].get().active = true; + sprites[1].get().active = true; + sprites[2].get().active = false; +} + +bool MissileScript::on_collision(const CollisionEvent & ev) { + auto & explosion_sound = this->get_components<AudioSource>().back().get(); + + this->kill_missile(); + explosion_sound.play(); + + return false; +} + +bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) { + return fabs(missile.position.x - player.position.x) <= this->X_RANGE; +} + +void MissileScript::fixed_update(crepe::duration_t dt) { + auto & explosion_anim = this->get_components<Animator>().back().get(); + auto & missile = this->get_component<Transform>(); + auto & m_ai = this->get_component<AI>(); + + const auto & player = this->get_components_by_name<Transform>("player").front().get(); + 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; + } + + // check if animation is at the end + if (explosion_anim.data.row == 7) { + this->activate(); + this->seeking_disabled = false; + } + + if (this->seeking_disabled) { + m_ai.seek_off(); + } else { + m_ai.seek_target = player.position; + m_ai.seek_on(); + + if (is_in_x_range(missile, player)) { + this->seeking_disabled = true; + m_ai.seek_off(); + } + } + + vec2 angle_pos = velocity; + float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI); + + missile.rotation = angle; + missile.position += velocity * dt.count(); +} diff --git a/game/missile/MissileScript.h b/game/missile/MissileScript.h new file mode 100644 index 0000000..a492e18 --- /dev/null +++ b/game/missile/MissileScript.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Script.h> + +class MissileScript : public crepe::Script { +private: + bool on_collision(const crepe::CollisionEvent & ev); + + bool seeking_disabled; + + // will be used to calculate when ai will be stopped + static constexpr int X_RANGE = 90; + bool is_in_x_range(const crepe::Transform & missile, const crepe::Transform & player); + void kill_missile(); + void activate(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp new file mode 100644 index 0000000..db49f88 --- /dev/null +++ b/game/missile/MissileSubScene.cpp @@ -0,0 +1,101 @@ +#include "MissileSubScene.h" +#include "../Config.h" +#include "../missile/MissileScript.h" + +#include <crepe/api/AI.h> +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/CircleCollider.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/types.h> +#include <random> + +using namespace crepe; + +void MissileSubScene::create(crepe::Scene & scn) { + std::random_device rd; + std::mt19937 gen(rd()); + + GameObject missle = scn.new_object("missile", "missile", {0, 0}, 0, 1); + + Asset missle_ss {"asset/obstacles/missile/missile.png"}; + Asset missle_thruster_ss {"asset/obstacles/missile/missileEffects.png"}; + Asset missile_explosion_ss {"asset/obstacles/missile/missileExplosion.png"}; + Asset explosion_sound {"asset/sfx/rocket_explode_1.ogg"}; + Asset missile_fire {"asset/sfx/missile_launch.ogg"}; + + missle.add_component<BehaviorScript>().set_script<MissileScript>().active = false; + + auto & sound = missle.add_component<AudioSource>(missile_fire); + sound.volume = 0.1; + auto & sound2 = missle.add_component<AudioSource>(explosion_sound); + sound2.volume = 0.1; + + // sprites + auto & missle_sprite = missle.add_component<Sprite>( + missle_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + } + ); + + auto & missle_thruster_sprite = missle.add_component<Sprite>( + missle_thruster_ss, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 35}, + .position_offset = {-20, 0}, + } + ); + + auto & missile_explosion_sprite = missle.add_component<Sprite>( + missile_explosion_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 50}, + } + ); + + // Animations + missle.add_component<Animator>( + missle_sprite, ivec2 {32, 32}, uvec2 {4, 1}, + Animator::Data { + .looping = true, + } + ); + + missle.add_component<Animator>( + missle_thruster_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .looping = true, + } + ); + + auto & explosion_anim = missle.add_component<Animator>( + missile_explosion_sprite, ivec2 {64, 64}, uvec2 {8, 1}, + Animator::Data { + .fps = 10, + } + ); + + missile_explosion_sprite.active = false; + explosion_anim.active = false; + + std::uniform_int_distribution<> dist(140, 200); + missle.add_component<Rigidbody>(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = static_cast<float>(dist(gen)), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); + + missle.add_component<CircleCollider>(3); + + auto & missle_ai = missle.add_component<AI>(1000); +} diff --git a/game/missile/MissileSubScene.h b/game/missile/MissileSubScene.h new file mode 100644 index 0000000..9ea422a --- /dev/null +++ b/game/missile/MissileSubScene.h @@ -0,0 +1,12 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class MissileSubScene { +public: + MissileSubScene() = default; + + void create(crepe::Scene & scn); +}; diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp new file mode 100644 index 0000000..03a9b8c --- /dev/null +++ b/game/missile/SpawnEvent.cpp @@ -0,0 +1,47 @@ +#include "SpawnEvent.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Camera.h> +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> + +#include <cstdlib> +#include <random> + +using namespace crepe; + +void MissileSpawnEventHandler::init() { + subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool { + return this->on_event(ev); + }); +} + +std::random_device rd; +std::mt19937 gen(rd()); + +bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { + auto missile_sprites = this->get_components_by_name<Sprite>("missile"); + auto missile_transforms = this->get_components_by_name<Transform>("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].get(); + if (script.active) continue; + script.active = true; + + missile_audiosources[i * 2].get().play(); + + auto & transform = missile_transforms[i].get(); + transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; + std::uniform_int_distribution<> dist(this->MIN_RANGE, this->MAX_RANGE); + transform.position.y = dist(gen); + + break; + } + + return false; +} diff --git a/game/missile/SpawnEvent.h b/game/missile/SpawnEvent.h new file mode 100644 index 0000000..ce301fd --- /dev/null +++ b/game/missile/SpawnEvent.h @@ -0,0 +1,20 @@ +#pragma once + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> + +#include "../Config.h" + +struct MissileSpawnEvent : public crepe::Event {}; + +class MissileSpawnEventHandler : public crepe::Script { +private: + static constexpr int MISSILE_OFFSET = VIEWPORT_X / 1.8; + static constexpr int RANGE = GAME_HEIGHT / 4; + static constexpr int MIN_RANGE = -RANGE; + static constexpr int MAX_RANGE = RANGE; + +public: + void init(); + bool on_event(const MissileSpawnEvent & ev); +}; diff --git a/game/preview/NpcScript.cpp b/game/preview/NpcScript.cpp new file mode 100644 index 0000000..c4148f2 --- /dev/null +++ b/game/preview/NpcScript.cpp @@ -0,0 +1,32 @@ +#include "NpcScript.h" + +#include <crepe/api/Sprite.h> +#include <crepe/api/Transform.h> +#include <crepe/manager/SaveManager.h> + +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) { + rb.data.linear_velocity.x *= -1; + } + if (transform.position.x > 990) { + rb.data.linear_velocity.x *= -1; + } + + if (rb.data.linear_velocity.x < 0) { + npc.data.flip = {true, false}; + } 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 new file mode 100644 index 0000000..8d856fd --- /dev/null +++ b/game/preview/NpcScript.h @@ -0,0 +1,11 @@ + +#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 new file mode 100644 index 0000000..bd6cfb2 --- /dev/null +++ b/game/preview/NpcSubScene.cpp @@ -0,0 +1,69 @@ + + +#include "NpcSubScene.h" + +#include "../Config.h" +#include "NpcScript.h" + +#include <crepe/ValueBroker.h> +#include <crepe/api/Animator.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> +#include <crepe/manager/SaveManager.h> + +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); + Asset npc_body {"asset/workers/worker1Body.png"}; + Asset npc_head {"asset/workers/worker1Head.png"}; + + auto & npc_body_sprite = npc.add_component<Sprite>( + npc_body, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + } + ); + auto & npc_head_sprite = npc.add_component<Sprite>( + npc_head, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .size = {0, 50}, + .position_offset = {0, -20}, + } + ); + + npc.add_component<Animator>( + npc_body_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<Animator>( + npc_head_sprite, ivec2 {32, 32}, uvec2 {4, 8}, + Animator::Data { + .fps = 5, + .looping = true, + } + ); + npc.add_component<BoxCollider>(vec2 {50, 50}); + + npc.add_component<Rigidbody>(Rigidbody::Data { + .mass = 10, + .gravity_scale = 1, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = {-50, 0}, + //.max_linear_velocity = 40, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER}, + .collision_layer = COLL_LAY_PLAYER, + }); + + npc.add_component<BehaviorScript>().set_script<NpcScript>(); +} diff --git a/game/preview/NpcSubScene.h b/game/preview/NpcSubScene.h new file mode 100644 index 0000000..a226195 --- /dev/null +++ b/game/preview/NpcSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class NpcSubScene { +public: + NpcSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/PrevPlayerScript.cpp b/game/preview/PrevPlayerScript.cpp new file mode 100644 index 0000000..2657b8d --- /dev/null +++ b/game/preview/PrevPlayerScript.cpp @@ -0,0 +1,132 @@ +#include "PrevPlayerScript.h" + +#include "../missile/SpawnEvent.h" +#include "api/Transform.h" +#include <crepe/api/AudioSource.h> +#include <crepe/api/Camera.h> +#include <crepe/manager/SaveManager.h> +#include <iostream> +#include <ostream> + +using namespace crepe; + +bool PrevPlayerScript::key_pressed(const KeyPressEvent & ev) { + switch (ev.key) { + case Keycode::A: + this->get_component<Rigidbody>().data.linear_velocity.x = -move_speed; + this->body->data.flip = {true, false}; + this->head->data.flip = {true, false}; + break; + case Keycode::D: + this->get_component<Rigidbody>().data.linear_velocity.x = move_speed; + this->body->data.flip = {false, false}; + this->head->data.flip = {false, false}; + break; + + case Keycode::SPACE: + this->get_component<Rigidbody>().data.linear_velocity.y = -move_speed; + break; + case Keycode::D0: + this->body_anim->set_anim(0); + this->head_anim->set_anim(0); + break; + case Keycode::D1: + this->body_anim->set_anim(1); + this->head_anim->set_anim(1); + break; + case Keycode::D2: + this->body_anim->set_anim(2); + this->head_anim->set_anim(2); + break; + case Keycode::D3: + this->body_anim->set_anim(3); + this->head_anim->set_anim(3); + break; + case Keycode::D4: + this->body_anim->set_anim(4); + this->head_anim->set_anim(4); + break; + case Keycode::D5: + this->body_anim->set_anim(5); + this->head_anim->set_anim(5); + break; + case Keycode::D6: + this->body_anim->set_anim(6); + this->head_anim->set_anim(6); + break; + case Keycode::D7: + this->body_anim->set_anim(7); + this->head_anim->set_anim(7); + break; + case Keycode::LEFT: + this->head->data.angle_offset -= 1; + break; + case Keycode::RIGHT: + this->head->data.angle_offset += 1; + break; + case Keycode::UP: + this->head->data.scale_offset += 0.1; + break; + case Keycode::DOWN: + this->head->data.scale_offset -= 0.1; + break; + case Keycode::P: + this->get_component<AudioSource>().play(); + break; + case Keycode::Q: + this->get_components_by_name<Camera>("camera").front().get().data.zoom -= 0.01; + break; + case Keycode::E: + this->get_components_by_name<Camera>("camera").front().get().data.zoom += 0.01; + break; + case Keycode::J: + this->get_components_by_name<Transform>("camera").front().get().position.x + -= move_speed; + break; + case Keycode::K: + this->get_components_by_name<Transform>("camera").front().get().position.y + -= move_speed; + break; + case Keycode::L: + this->get_components_by_name<Transform>("camera").front().get().position.x + += move_speed; + break; + case Keycode::I: + this->get_components_by_name<Transform>("camera").front().get().position.y + += move_speed; + break; + case Keycode::M: + trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); + break; + //todo + case Keycode::PAGE_UP: + case Keycode::PAGE_DOWN: + case Keycode::HOME: + break; + default: + break; + } + return false; +} + +void PrevPlayerScript::init() { + auto animations = this->get_components<Animator>(); + body_anim = animations[0]; + head_anim = animations[1]; + + auto sprites = this->get_components<Sprite>(); + body = sprites[0]; + head = sprites[1]; + + subscribe<KeyPressEvent>([this](const KeyPressEvent & ev) -> bool { + return this->key_pressed(ev); + }); +}; + +void PrevPlayerScript::fixed_update(crepe::duration_t dt) { + auto & savemgr = this->get_save_manager(); + const auto & pos = this->get_component<Transform>().position; + + savemgr.set("player_x", pos.x); + savemgr.set("player_y", pos.y); +}; diff --git a/game/preview/PrevPlayerScript.h b/game/preview/PrevPlayerScript.h new file mode 100644 index 0000000..cc3184e --- /dev/null +++ b/game/preview/PrevPlayerScript.h @@ -0,0 +1,23 @@ + +#include <crepe/api/Event.h> +#include <crepe/api/Script.h> +#include <crepe/util/OptionalRef.h> + +#include <crepe/api/Animator.h> +#include <crepe/api/Sprite.h> + +class PrevPlayerScript : public crepe::Script { +private: + crepe::OptionalRef<crepe::Animator> head_anim; + crepe::OptionalRef<crepe::Animator> body_anim; + crepe::OptionalRef<crepe::Sprite> head; + crepe::OptionalRef<crepe::Sprite> body; + +private: + float move_speed = 100; + +private: + void init(); + void fixed_update(crepe::duration_t dt); + bool key_pressed(const crepe::KeyPressEvent & ev); +}; diff --git a/game/preview/PrevPlayerSubScene.cpp b/game/preview/PrevPlayerSubScene.cpp new file mode 100644 index 0000000..b59a0af --- /dev/null +++ b/game/preview/PrevPlayerSubScene.cpp @@ -0,0 +1,86 @@ + +#include "PrevPlayerSubScene.h" + +#include "../Config.h" +#include "PrevPlayerScript.h" + +#include <crepe/api/Animator.h> +#include <crepe/api/AudioSource.h> +#include <crepe/api/BehaviorScript.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +#include <crepe/ValueBroker.h> +#include <crepe/manager/SaveManager.h> + +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); + Asset player_body_asset {"asset/barry/defaultBody.png"}; + Sprite & player_body_sprite = player.add_component<Sprite>( + player_body_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + player.add_component<Animator>( + player_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_head_asset {"asset/barry/defaultHead.png"}; + Sprite & player_head_sprite = player.add_component<Sprite>( + player_head_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 1, + .size = vec2(0, 50), + .position_offset = vec2(0, -20), + } + ); + player.add_component<Animator>( + player_head_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + Asset player_jetpack_asset {"asset/barry/jetpackDefault.png"}; + Sprite & player_jetpack_sprite = player.add_component<Sprite>( + player_jetpack_asset, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PLAYER, + .order_in_layer = 2, + .size = vec2(0, 60), + .position_offset = vec2(-20, 0), + } + ); + player_jetpack_sprite.active = false; + player.add_component<Animator>( + player_jetpack_sprite, ivec2(32, 44), uvec2(4, 4), + Animator::Data { + .fps = 5, + .looping = true, + } + ); + player.add_component<Rigidbody>(Rigidbody::Data { + .gravity_scale = 20, + .body_type = Rigidbody::BodyType::DYNAMIC, + .linear_velocity = vec2(100, 0), + .collision_layers = {COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_PLAYER, + }); + player.add_component<BoxCollider>(vec2(50, 50)); + player.add_component<BehaviorScript>().set_script<PrevPlayerScript>(); +} diff --git a/game/preview/PrevPlayerSubScene.h b/game/preview/PrevPlayerSubScene.h new file mode 100644 index 0000000..a61f341 --- /dev/null +++ b/game/preview/PrevPlayerSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class PrevPlayerSubScene { +public: + PrevPlayerSubScene(crepe::Scene & scn); +}; diff --git a/game/preview/SmokeSubScene.cpp b/game/preview/SmokeSubScene.cpp new file mode 100644 index 0000000..e363f95 --- /dev/null +++ b/game/preview/SmokeSubScene.cpp @@ -0,0 +1,37 @@ + +#include "SmokeSubScene.h" + +#include "../Config.h" + +#include <crepe/api/ParticleEmitter.h> +#include <crepe/api/Scene.h> +#include <crepe/api/Sprite.h> + +using namespace crepe; + +SmokeSubScene::SmokeSubScene(Scene & scn) { + GameObject smoke = scn.new_object("smoke_particle", "TAG", vec2 {500, -210}, 0, 1); + + Asset smoke_ss {"asset/particles/smoke.png"}; + + auto & smoke_sprite = smoke.add_component<Sprite>( + smoke_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_PARTICLES_FOREGROUND, + .size = {0, 30}, + } + ); + + smoke.add_component<ParticleEmitter>( + smoke_sprite, + ParticleEmitter::Data { + .offset = {0, -60}, + .max_particles = 10, + .emission_rate = 25, + .min_angle = 60, + .max_angle = 120, + .begin_lifespan = 1, + .end_lifespan = 2, + } + ); +} diff --git a/game/preview/SmokeSubScene.h b/game/preview/SmokeSubScene.h new file mode 100644 index 0000000..93d8a2d --- /dev/null +++ b/game/preview/SmokeSubScene.h @@ -0,0 +1,10 @@ +#pragma once + +namespace crepe { +class Scene; +} + +class SmokeSubScene { +public: + SmokeSubScene(crepe::Scene & scn); +}; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp new file mode 100644 index 0000000..f354e70 --- /dev/null +++ b/game/scheduler/ObjectsScheduler.cpp @@ -0,0 +1,41 @@ + + +#include "ObjectsScheduler.h" + +#include "../Random.h" +#include "../missile/SpawnEvent.h" +#include "api/Transform.h" +#include <iostream> + +using namespace crepe; + +void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } +void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } +void ObjectsScheduler::preset_2() {} +void ObjectsScheduler::preset_3() {} +void ObjectsScheduler::preset_4() {} +void ObjectsScheduler::boss_fight_1() { std::cout << "Boss fight" << std::endl; } + +void ObjectsScheduler::init() { + this->obstacles.push_back([this]() { preset_0(); }); + this->obstacles.push_back([this]() { preset_1(); }); + this->obstacles.push_back([this]() { boss_fight_1(); }); + + // subscribe to battlewonevent +} + +void ObjectsScheduler::fixed_update(duration_t dt) { + int pos_x + = (int) this->get_components_by_name<Transform>("camera").front().get().position.x; + + int boss_check = (pos_x - this->start_offset) / this->boss_fight_interval; + if (boss_check > this->last_boss_check) { + this->obstacles[2](); + this->last_boss_check = boss_check; + } + int obstacle_check = (pos_x - this->start_offset) / this->obstacle_interval; + if (obstacle_check > this->last_obstacle_check) { + this->obstacles[Random::i(this->obstacles.size() - 1, 0)](); + this->last_obstacle_check = obstacle_check; + } +} diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h new file mode 100644 index 0000000..d2d0f55 --- /dev/null +++ b/game/scheduler/ObjectsScheduler.h @@ -0,0 +1,34 @@ +#pragma once + + + +#include "api/Script.h" +#include <functional> +#include <vector> + + +class ObjectsScheduler : public crepe::Script { + +private: + std::vector<std::function<void()>> obstacles; + + int last_boss_check = 0; + int last_obstacle_check = 0; + + int boss_fight_interval = 2000; + int obstacle_interval = 300; + int start_offset = 1300; + + + void preset_0(); + void preset_1(); + void preset_2(); + void preset_3(); + void preset_4(); + void boss_fight_1(); + +public: + void init(); + void fixed_update(crepe::duration_t dt); + +}; -- cgit v1.2.3 From 0729209117a4393e66d7f5b6d83083e2d7c0694c Mon Sep 17 00:00:00 2001 From: heavydemon21 <nielsstunnebrink1@gmail.com> Date: Wed, 8 Jan 2025 14:33:38 +0100 Subject: made my code work by adding it to the gamescene,main and config --- game/CMakeLists.txt | 4 ++-- game/GameScene.cpp | 7 +++++++ game/main.cpp | 2 ++ game/menus/MenusConfig.h | 2 +- 4 files changed, 12 insertions(+), 3 deletions(-) (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index 47adb11..9251b2c 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -16,6 +16,7 @@ add_executable(main background/ForestSubScene.cpp background/HallwaySubScene.cpp background/StartSubScene.cpp + background/HallwayScript.cpp # mainscenes GameScene.cpp @@ -39,9 +40,9 @@ add_executable(main preview/NpcScript.cpp preview/PrevPlayerSubScene.cpp preview/PrevPlayerScript.cpp + main.cpp # scripts - background/HallwayScript.cpp MoveCameraManualyScript.cpp StartGameScript.cpp @@ -58,7 +59,6 @@ add_executable(main workers/CollisionScript.cpp # menus - main.cpp menus/BannerSubScene.cpp menus/ButtonSubScene.cpp menus/IButtonScript.cpp diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 9376eab..f2471fc 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -10,7 +10,10 @@ #include "hud/HudSubScene.h" #include "hud/SpeedScript.h" #include "menus/endgame/EndGameSubScene.h" +#include "missile/MissilePool.h" +#include "missile/SpawnEvent.h" #include "player/PlayerSubScene.h" +#include "scheduler/ObjectsScheduler.h" #include "workers/WorkersSubScene.h" #include <cmath> @@ -47,11 +50,15 @@ 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<ObjectsScheduler>(); + camera.add_component<BehaviorScript>().set_script<MissileSpawnEventHandler>(); camera.add_component<Rigidbody>(Rigidbody::Data {}); PlayerSubScene player(*this); + MissilePool missile_pool(*this); + WorkersSubScene workers(*this); GameObject floor = new_object("floor", "game_world", vec2(0, 325)); diff --git a/game/main.cpp b/game/main.cpp index e341353..5c050f4 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -2,6 +2,7 @@ #include <crepe/api/Script.h> #include "GameScene.h" +#include "PreviewScene.h" #include "menus/mainmenu/MainMenuScene.h" #include "menus/shop/ShopMenuScene.h" @@ -12,6 +13,7 @@ int main() { gameloop.add_scene<MainMenuScene>(); gameloop.add_scene<ShopMenuScene>(); gameloop.add_scene<GameScene>(); + gameloop.add_scene<PreviewScene>(); return gameloop.main(); } diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h index 6ec5689..968f8cc 100644 --- a/game/menus/MenusConfig.h +++ b/game/menus/MenusConfig.h @@ -6,7 +6,7 @@ static constexpr int STARTING_SORTING_IN_LAYER = 7; static constexpr const char * CAMERA_NAME = "camera"; //Scene names static constexpr const char * START_SCENE = "scene1"; -static constexpr const char * PREVIEW_SCENE = "scene1"; +static constexpr const char * PREVIEW_SCENE = "preview scene"; static constexpr const char * SHOP_SCENE = "shopmenu"; static constexpr const char * MAINMENU_SCENE = "mainmenu"; //button config -- cgit v1.2.3 From d989c1c51bf4d4fbb301493e73bc77e1873143b2 Mon Sep 17 00:00:00 2001 From: heavydemon21 <nielsstunnebrink1@gmail.com> Date: Wed, 8 Jan 2025 14:51:10 +0100 Subject: working zapper, missilies with scheduler --- game/CMakeLists.txt | 7 +------ game/menus/MenusConfig.h | 1 - game/prefab/ZapperPoolScript.cpp | 4 ---- game/scheduler/ObjectsScheduler.cpp | 6 ++++-- game/scheduler/ObjectsScheduler.h | 2 +- 5 files changed, 6 insertions(+), 14 deletions(-) (limited to 'game/CMakeLists.txt') diff --git a/game/CMakeLists.txt b/game/CMakeLists.txt index dec161d..d1f49ed 100644 --- a/game/CMakeLists.txt +++ b/game/CMakeLists.txt @@ -10,7 +10,7 @@ add_subdirectory(../src crepe) add_executable(main) -add_executable(main PUBLIC +target_sources(main PUBLIC #background background/AquariumSubScene.cpp background/AquariumScript.cpp @@ -43,13 +43,8 @@ add_executable(main PUBLIC preview/NpcScript.cpp preview/PrevPlayerSubScene.cpp preview/PrevPlayerScript.cpp - main.cpp # scripts - -add_executable(main) - -target_sources(main PUBLIC GameScene.cpp MoveCameraManualyScript.cpp StartGameScript.cpp diff --git a/game/menus/MenusConfig.h b/game/menus/MenusConfig.h index 968f8cc..3e357a5 100644 --- a/game/menus/MenusConfig.h +++ b/game/menus/MenusConfig.h @@ -3,7 +3,6 @@ //generic menu config static constexpr int STARTING_SORTING_IN_LAYER = 7; -static constexpr const char * CAMERA_NAME = "camera"; //Scene names static constexpr const char * START_SCENE = "scene1"; static constexpr const char * PREVIEW_SCENE = "preview scene"; diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp index ac6ce96..b9b2a76 100644 --- a/game/prefab/ZapperPoolScript.cpp +++ b/game/prefab/ZapperPoolScript.cpp @@ -30,10 +30,6 @@ void ZapperPoolScript::fixed_update(crepe::duration_t) { if (zapper.transform.position.x < threshold) zapper.set_active(false); } - - if (i-- > 0) return; - i = 200; - queue_event<CreateZapperEvent>(); } void ZapperPoolScript::spawn_random() { diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp index f354e70..21465e3 100644 --- a/game/scheduler/ObjectsScheduler.cpp +++ b/game/scheduler/ObjectsScheduler.cpp @@ -5,13 +5,13 @@ #include "../Random.h" #include "../missile/SpawnEvent.h" #include "api/Transform.h" +#include "prefab/ZapperPoolSubScene.h" #include <iostream> using namespace crepe; - void ObjectsScheduler::preset_0() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } void ObjectsScheduler::preset_1() { trigger_event<MissileSpawnEvent>(MissileSpawnEvent {}); } -void ObjectsScheduler::preset_2() {} +void ObjectsScheduler::preset_2() { trigger_event<CreateZapperEvent>(CreateZapperEvent {}); } void ObjectsScheduler::preset_3() {} void ObjectsScheduler::preset_4() {} void ObjectsScheduler::boss_fight_1() { std::cout << "Boss fight" << std::endl; } @@ -19,6 +19,8 @@ void ObjectsScheduler::boss_fight_1() { std::cout << "Boss fight" << std::endl; void ObjectsScheduler::init() { this->obstacles.push_back([this]() { preset_0(); }); this->obstacles.push_back([this]() { preset_1(); }); + this->obstacles.push_back([this]() { preset_2(); }); + this->obstacles.push_back([this]() { boss_fight_1(); }); // subscribe to battlewonevent diff --git a/game/scheduler/ObjectsScheduler.h b/game/scheduler/ObjectsScheduler.h index d2d0f55..7bc9337 100644 --- a/game/scheduler/ObjectsScheduler.h +++ b/game/scheduler/ObjectsScheduler.h @@ -15,7 +15,7 @@ private: int last_boss_check = 0; int last_obstacle_check = 0; - int boss_fight_interval = 2000; + int boss_fight_interval = 2500; int obstacle_interval = 300; int start_offset = 1300; -- cgit v1.2.3