From b8acb539a3580bf0665fe435c55f33ba16cb507e Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Wed, 8 Jan 2025 09:58:34 +0100 Subject: WIP --- game/Random.h | 11 +++++++++++ 1 file changed, 11 insertions(+) create mode 100644 game/Random.h (limited to 'game/Random.h') 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); + +}; + -- cgit v1.2.3 From 46c2cbdcbe5e7dbc4d86a5d43b3bd7275b7a1c33 Mon Sep 17 00:00:00 2001 From: Loek Le Blansch Date: Wed, 8 Jan 2025 11:59:51 +0100 Subject: WIP --- game/GameScene.cpp | 33 --------------------------------- game/Random.cpp | 4 ++++ game/Random.h | 1 + game/prefab/ZapperObject.cpp | 2 -- game/prefab/ZapperPoolScript.cpp | 12 +++++++++--- game/prefab/ZapperPoolScript.h | 3 +++ game/prefab/ZapperPoolSubScene.cpp | 2 +- 7 files changed, 18 insertions(+), 39 deletions(-) (limited to 'game/Random.h') diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 8bd6c74..6c21843 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -103,39 +103,6 @@ void GameScene::load_scene() { Asset boom_audio_asset {"asset/sfx/window_smash.ogg"}; boom_audio.add_component(boom_audio_asset); - GameObject laser = new_object("laser", "laser", vec2(2000, 0)); - Asset laser_asset {"asset/obstacles/laser/laserPower.png"}; - Sprite & laser_sprite = laser.add_component( - laser_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - laser.add_component(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_LASER, - }); - laser.add_component(vec2(100, 100)); - GameObject missile = new_object("missile", "missile", vec2(4000, 0)); - Asset missile_asset {"asset/obstacles/missile/missile.png"}; - Sprite & missile_sprite = missile.add_component( - missile_asset, - Sprite::Data { - .sorting_in_layer = SORT_IN_LAY_OBSTACLES, - .order_in_layer = 0, - .size = vec2(100, 100), - } - ); - missile.add_component(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .kinematic_collision = false, - .collision_layer = COLL_LAY_MISSILE, - }); - missile.add_component(vec2(100, 100)); - EndGameSubScene endgamewindow; endgamewindow.create(*this); } diff --git a/game/Random.cpp b/game/Random.cpp index 59be3c5..821ddc8 100644 --- a/game/Random.cpp +++ b/game/Random.cpp @@ -26,3 +26,7 @@ unsigned Random::u(unsigned upper, unsigned lower) { return x + lower; } +bool Random::b() { + return rand() % 2; +} + diff --git a/game/Random.h b/game/Random.h index cf05e87..8db616c 100644 --- a/game/Random.h +++ b/game/Random.h @@ -6,6 +6,7 @@ public: static double d(double upper = 1.0, double lower = 0.0); static int i(int upper, int lower = 0); static unsigned u(unsigned upper, unsigned lower = 0); + static bool b(); }; diff --git a/game/prefab/ZapperObject.cpp b/game/prefab/ZapperObject.cpp index 712eca9..0a290e0 100644 --- a/game/prefab/ZapperObject.cpp +++ b/game/prefab/ZapperObject.cpp @@ -100,8 +100,6 @@ void ZapperObject::place(const crepe::vec2 & position, float rotation, float len this->sprite.beam.data.size.x = length; this->collider.dimensions = offset.rotate(rotation) * 2 + vec2(30, 30) * SCALE; - - this->set_active(true); } void ZapperObject::set_active(bool active) { diff --git a/game/prefab/ZapperPoolScript.cpp b/game/prefab/ZapperPoolScript.cpp index 812024b..e201149 100644 --- a/game/prefab/ZapperPoolScript.cpp +++ b/game/prefab/ZapperPoolScript.cpp @@ -23,10 +23,11 @@ void ZapperPoolScript::init() { } void ZapperPoolScript::fixed_update(crepe::duration_t) { + float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN; for (ZapperObject & zapper : this->pool) { if (!zapper.active) continue; - if (zapper.transform.position.x < camera_transform->position.x) + if (zapper.transform.position.x < threshold) zapper.set_active(false); } @@ -40,11 +41,16 @@ void ZapperPoolScript::spawn_random() { if (!zapper) return; // pool exhausted vec2 pos = { - .x = camera_transform->position.x + camera_camera->viewport_size.x / 2, + .x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN, .y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT, }; - zapper->place(pos, 0, Random::f(400, 200)); + bool horizontal = Random::b(); + float rotation = 90.0 * horizontal; + float length = horizontal ? Random::f(400, 200) : Random::f(200, 50); + + zapper->place(pos, rotation, length); + zapper->set_active(true); } OptionalRef ZapperPoolScript::get_next_zapper() { diff --git a/game/prefab/ZapperPoolScript.h b/game/prefab/ZapperPoolScript.h index 5daba79..6aee8b2 100644 --- a/game/prefab/ZapperPoolScript.h +++ b/game/prefab/ZapperPoolScript.h @@ -26,5 +26,8 @@ private: private: void spawn_random(); + +private: + static constexpr float OFFSCREEN_MARGIN = 40; }; diff --git a/game/prefab/ZapperPoolSubScene.cpp b/game/prefab/ZapperPoolSubScene.cpp index 923ed57..e341090 100644 --- a/game/prefab/ZapperPoolSubScene.cpp +++ b/game/prefab/ZapperPoolSubScene.cpp @@ -12,7 +12,7 @@ ZapperPoolSubScene::ZapperPoolSubScene(Scene & scene) Log::logf(Log::DEBUG, "Building zapper pool..."); vector pool; for (size_t i = 0; i < this->POOL_SIZE; i++) - pool.emplace_back(scene.new_object("zapper")); + pool.emplace_back(scene.new_object("zapper", "zapper")); BehaviorScript & behavior = this->controller.add_component(); behavior.set_script(std::move(pool)); } -- cgit v1.2.3