From 7f7c5c56dce30d47c32fb57fad6d839d0990b054 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Wed, 8 Jan 2025 10:08:03 +0100 Subject: enemy spawn working + enemy shooting --- game/enemy/EnemyBulletScript.cpp | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 game/enemy/EnemyBulletScript.cpp (limited to 'game/enemy/EnemyBulletScript.cpp') 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 +#include "EnemyBulletScript.h" +#include +#include +#include +using namespace crepe; +using namespace std; +void EnemyBulletScript::init(){ + this->subscribe([this](const CollisionEvent& e) -> bool { + return this->on_collide(e); + }); +} +void EnemyBulletScript::fixed_update(crepe::duration_t dt){ + Transform& transform = this->get_component(); + Camera& camera = this->get_components_by_name("camera").front(); + Transform& cam_transform = this->get_components_by_name("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(); + Rigidbody& bullet_body = this->get_component(); + 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; +} -- cgit v1.2.3 From 1a5744a3285a5ba5132fb4f6f031c27df1b64d33 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Wed, 8 Jan 2025 12:17:30 +0100 Subject: enemy death working --- game/Config.h | 1 + game/GameScene.cpp | 12 +++++++--- game/enemy/EnemyBulletScript.cpp | 8 ++++--- game/enemy/EnemyBulletSubScene.cpp | 16 ++++++------- game/enemy/EnemyScript.cpp | 45 +++++++++++++++++++++++------------- game/enemy/EnemyScript.h | 7 +++--- game/enemy/EnemySubScene.cpp | 3 +-- game/main.cpp | 3 ++- game/player/PlayerBulletScript.cpp | 10 +++++--- game/player/PlayerBulletSubScene.cpp | 18 ++++++++------- game/player/PlayerEndScript.cpp | 2 -- game/player/PlayerScript.cpp | 12 ++++++---- game/player/PlayerSubScene.cpp | 2 +- 13 files changed, 84 insertions(+), 55 deletions(-) (limited to 'game/enemy/EnemyBulletScript.cpp') diff --git a/game/Config.h b/game/Config.h index f787772..5b483cc 100644 --- a/game/Config.h +++ b/game/Config.h @@ -21,6 +21,7 @@ static constexpr int COLL_LAY_LASER = 7; // Only for GameScene static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene static constexpr int GAME_HEIGHT = 800; // In game units diff --git a/game/GameScene.cpp b/game/GameScene.cpp index 383d96c..7c2166d 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -16,7 +16,8 @@ #include "enemy/EnemyPool.h" #include "enemy/EnemySubScene.h" #include "enemy/EnemyBulletPool.h" -#include "enemy/BattleScript.h"#include "workers/WorkersSubScene.h" +#include "enemy/BattleScript.h" +#include "workers/WorkersSubScene.h" #include #include @@ -53,7 +54,7 @@ void GameScene::load_scene() { camera.add_component().set_script(); camera.add_component().set_script(); camera.add_component().set_script(); - + camera.add_component().set_script(); camera.add_component(Rigidbody::Data {}); AI& enemy_path_1 = camera.add_component(400); enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); @@ -96,7 +97,12 @@ void GameScene::load_scene() { //create coin pool CoinPoolSubScene coin_system; coin_system.create_coins(*this); - + EnemyBulletPool enemy_bullet_pool; + enemy_bullet_pool.create_bullets(*this); + PlayerBulletPool player_bullet_pool; + player_bullet_pool.create_bullets(*this); + EnemyPool enemy_pool; + enemy_pool.create_enemies(*this); HudSubScene hud; hud.create(*this); GameObject background_music = new_object("background_music", "audio", vec2(0, 0)); diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 561d086..ba27b9d 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -14,7 +14,9 @@ void EnemyBulletScript::fixed_update(crepe::duration_t dt){ Transform& transform = this->get_component(); Camera& camera = this->get_components_by_name("camera").front(); Transform& cam_transform = this->get_components_by_name("camera").front(); - + Rigidbody& bullet_body = this->get_component(); + //move + transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x - half_screen.x - 50; if(transform.position.x < despawn_location){ @@ -30,7 +32,7 @@ void EnemyBulletScript::despawn_bullet(){ } bool EnemyBulletScript::on_collide(const CollisionEvent& e){ - cout << "collision happened with " << e.info.other.metadata.tag << endl; - //this->despawn_bullet(); + //cout << "collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); return false; } diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index 1660607..488dc03 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -21,21 +21,21 @@ int EnemyBulletSubScene::create(Scene & scn){ vec2 size = {20, 20}; static int counter = 0; - string unique_name = "enemyBullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"EnemyBullet",vec2{0,-750},0,1); + string unique_name = "enemy_bullet_" + to_string(counter++); + GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); Rigidbody& bullet_body = bullet.add_component(Rigidbody::Data { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, - .linear_velocity = vec2{-300,0}, - .collision_layers = {COLL_LAY_PLAYER}, - .collision_layer = COLL_LAY_BULLET, - + .body_type = Rigidbody::BodyType::KINEMATIC, + .linear_velocity = vec2{-300,0}, + .kinematic_collision = false, + .collision_layers = {COLL_LAY_MISSILE}, + .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; BoxCollider& bullet_collider = bullet.add_component(vec2(60, 40)); - bullet_collider.active = false; + //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component( bullet_asset, diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index 1fbefaa..2bdab2c 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -1,4 +1,3 @@ -#include #include "../Config.h" #include "EnemyScript.h" #include @@ -8,44 +7,51 @@ #include #include #include +#include +#include "../Random.h" using namespace crepe; using namespace std; EnemyScript::EnemyScript(){ - //cout << column << std::endl; engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); + this->shot_delay = std::chrono::duration(2.5 + Random::f(0,1)); } void EnemyScript::init(){ Metadata& meta = this->get_component(); this->subscribe([this](const SpawnEnemyEvent& e) -> bool{ return this->spawn_enemy(e); },meta.game_object_id); + this->subscribe([this](const CollisionEvent& e) -> bool { + return this->on_collide(e); + }); }; void EnemyScript::fixed_update(duration_t dt) { - + if(this->alive){ + return; + } Transform& transform = this->get_component(); Transform& player_transform = this->get_components_by_name("player").front(); + Rigidbody& enemy_body = this->get_component(); AI& ai_component = this->get_component(); - + + //transform.position += enemy_body.data.linear_velocity * dt.count(); float direction_to_player_y = player_transform.position.y - transform.position.y; float distance_to_player_y = std::abs(direction_to_player_y); float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); - //cout << "speed: "<< adjustment_speed << endl; - //cout << "direction: " << direction_to_player_y << endl; // Move the path nodes on the Y-axis for (vec2& path_node : ai_component.path) { path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); } //bullet fire logic: - auto now = std::chrono::steady_clock::now(); std::chrono::duration elapsed = now - last_fired; - if (elapsed > std::chrono::duration(5)) { + if (elapsed > shot_delay) { this->shoot(transform.position,0); last_fired = now; + this->shot_delay = std::chrono::duration(Random::f(0.8,4)); } } @@ -55,8 +61,8 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ Transform& transform = this->get_component(); Camera& camera = this->get_components_by_name("camera").front(); Transform& cam_transform = this->get_components_by_name("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 dist( cam_transform.position.y - half_screen.y + 100, @@ -68,20 +74,27 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ // transform.position = vec2{cam_transform} ai_component.path.clear(); ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); - + ai_component.active = true; return true; } -void EnemyScript::onCollide(const CollisionEvent & collisionData){ - +bool EnemyScript::on_collide(const CollisionEvent & e){ + if(e.info.other.metadata.tag == "player_bullet"){ + this->despawn_enemy(); + } + return false; +} +void EnemyScript::despawn_enemy(){ + Transform& transform = this->get_component(); + transform.position = vec2{0,-650}; + AI& ai_component = this->get_component(); + // Rigidbody& enemy_body + ai_component.active = false; } - void EnemyScript::shoot(const vec2& location,float angle){ - //cout << "enemy shot" << endl; - RefVector bullet_transforms = this->get_components_by_tag("EnemyBullet"); + RefVector bullet_transforms = this->get_components_by_tag("enemy_bullet"); for(Transform& bullet_pos : bullet_transforms){ - //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){ bullet_pos.position = location; diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 35d2626..7babe4d 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -15,16 +15,17 @@ class EnemyScript : public crepe::Script { void init() override; void fixed_update(crepe::duration_t dt) override; void shoot(const crepe::vec2& position,float angle); - void onCollide(const crepe::CollisionEvent & collisionData); + bool on_collide(const crepe::CollisionEvent & collisionData); + void despawn_enemy(); bool spawn_enemy(const SpawnEnemyEvent& e); private: std::random_device rd; std::default_random_engine engine; - + bool alive = false; float speed = 50; const float MIN_SPEED = 10; const float MAX_SPEED = 130; const float MAX_DISTANCE = 100; std::chrono::time_point last_fired; - std::chrono::duration shot_delay; + std::chrono::duration shot_delay = std::chrono::duration(0); }; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 5618829..43f9b33 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -26,9 +26,8 @@ int EnemySubScene::create(Scene & scn){ .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, - // .collision_layers - // = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER}, .max_linear_velocity = 400, + .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, .collision_layer = COLL_LAY_ENEMY, }); diff --git a/game/main.cpp b/game/main.cpp index e341353..3f7e17e 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -9,9 +9,10 @@ using namespace crepe; int main() { Engine gameloop; + gameloop.add_scene(); gameloop.add_scene(); gameloop.add_scene(); - gameloop.add_scene(); + return gameloop.main(); } diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp index 50b6617..2bd067d 100644 --- a/game/player/PlayerBulletScript.cpp +++ b/game/player/PlayerBulletScript.cpp @@ -17,7 +17,9 @@ void PlayerBulletScript::fixed_update(crepe::duration_t dt){ Transform& transform = this->get_component(); Camera& camera = this->get_components_by_name("camera").front(); Transform& cam_transform = this->get_components_by_name("camera").front(); - + Rigidbody& bullet_body = this->get_component(); + transform.rotation += bullet_body.data.angular_velocity; + transform.position += bullet_body.data.linear_velocity * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x + half_screen.x + 50; if(transform.position.x > despawn_location){ @@ -29,11 +31,13 @@ void PlayerBulletScript::despawn_bullet(){ Transform& transform = this->get_component(); Rigidbody& bullet_body = this->get_component(); bullet_body.active = false; + BehaviorScript& bullet_script = this->get_component(); + bullet_script.active = false; transform.position = {0,-850}; } bool PlayerBulletScript::on_collide(const CollisionEvent& e){ - cout << "collision happened with " << e.info.other.metadata.tag << endl; - //this->despawn_bullet(); + cout << "player bullet collision happened with " << e.info.other.metadata.tag << endl; + this->despawn_bullet(); return false; } diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp index eb89260..4b36387 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -21,22 +21,24 @@ using namespace std; int PlayerBulletSubScene::create(Scene & scn){ vec2 size = {20, 20}; static int counter = 0; - string unique_name = "playerBullet_" + to_string(counter++); - GameObject player_bullet = scn.new_object(unique_name.c_str(),"PlayerBullet",vec2{0,-850},0,1); + string unique_name = "player_bullet_" + to_string(counter++); + GameObject player_bullet = scn.new_object(unique_name.c_str(),"player_bullet",vec2{0,-850},0,1); Rigidbody& player_bullet_body = player_bullet.add_component(Rigidbody::Data { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, + .body_type = Rigidbody::BodyType::KINEMATIC, .linear_velocity = vec2{300,0}, .angular_velocity = 150, - // .collision_layers = {COLL_LAY_PLAYER}, - // .collision_layer = COLL_LAY_BULLET, - + .kinematic_collision = false, + .collision_layers = {COLL_LAY_ENEMY}, + + .collision_layer = COLL_LAY_PLAYER_BULLET, + }); player_bullet_body.active = false; BoxCollider& player_bullet_collider = player_bullet.add_component(vec2(60, 40)); - player_bullet_collider.active = false; + //player_bullet_collider.active = false; Asset player_bullet_asset {"asset/other_effects/crepe.png"}; Sprite & player_bullet_sprite = player_bullet.add_component( player_bullet_asset, @@ -47,6 +49,6 @@ int PlayerBulletSubScene::create(Scene & scn){ .size = vec2(30,0), } ); - player_bullet.add_component().set_script(); + player_bullet.add_component().set_script().active = false; return counter; } diff --git a/game/player/PlayerEndScript.cpp b/game/player/PlayerEndScript.cpp index 92e48e3..fb18f2f 100644 --- a/game/player/PlayerEndScript.cpp +++ b/game/player/PlayerEndScript.cpp @@ -1,4 +1,3 @@ -#include #include "PlayerEndScript.h" #include "../Config.h" @@ -24,7 +23,6 @@ void PlayerEndScript::init() { } bool PlayerEndScript::on_collision(const crepe::CollisionEvent & ev) { - cout << "collision player" << endl; if (ev.info.other.metadata.name == "floor") { Transform & transform_player = this->get_components_by_name("player").front(); diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 4e253f4..dc3eec3 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -61,7 +61,7 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile") { + } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); @@ -157,21 +157,23 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } void PlayerScript::shoot(const vec2& location,float angle){ - cout << "player shot" << endl; - RefVector bullet_transforms = this->get_components_by_tag("PlayerBullet"); + //cout << "player shot" << endl; + RefVector bullet_transforms = this->get_components_by_tag("player_bullet"); for(Transform& bullet_pos : bullet_transforms){ //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ - cout << "bullet found\n"; + //cout << "bullet found\n"; bullet_pos.position = location; bullet_pos.position.x += 20; - cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; + //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; Rigidbody& bullet_body = this->get_components_by_id(bullet_pos.game_object_id).front(); BoxCollider bullet_collider = this->get_components_by_id(bullet_pos.game_object_id).front(); //bullet_collider.active = true; bullet_body.active = true; + BehaviorScript& bullet_script = this->get_components_by_id(bullet_pos.game_object_id).front(); + bullet_script.active = true; return; } } diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index be104b5..1203ca0 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -152,7 +152,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE,COLL_LAY_BULLET}, .collision_layer = COLL_LAY_PLAYER, }); - player.add_component().set_script().active = false; + player.add_component().set_script().active = true; player.add_component().set_script(); player.add_component().set_script().active = false; -- cgit v1.2.3 From 9625b751757b8828b0edb0b7543c7cadfd25c119 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Wed, 8 Jan 2025 12:38:24 +0100 Subject: enemy sequence working --- game/enemy/EnemyBulletScript.cpp | 4 +++- game/enemy/EnemyBulletSubScene.cpp | 10 +++++----- game/enemy/EnemyConfig.h | 7 +++++++ game/enemy/EnemyScript.cpp | 8 ++++---- game/enemy/EnemySubScene.cpp | 18 ++++++++++-------- game/player/PlayerBulletScript.cpp | 2 -- game/player/PlayerBulletSubScene.cpp | 7 +++---- game/player/PlayerScript.cpp | 9 +-------- 8 files changed, 33 insertions(+), 32 deletions(-) create mode 100644 game/enemy/EnemyConfig.h (limited to 'game/enemy/EnemyBulletScript.cpp') diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index ba27b9d..55160ab 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -3,6 +3,8 @@ #include #include #include + +#include "EnemyConfig.h" using namespace crepe; using namespace std; void EnemyBulletScript::init(){ @@ -28,7 +30,7 @@ void EnemyBulletScript::despawn_bullet(){ Transform& transform = this->get_component(); Rigidbody& bullet_body = this->get_component(); bullet_body.active = false; - transform.position = {0,-750}; + transform.position = ENEMY_BULLET_POOL_LOCATION; } bool EnemyBulletScript::on_collide(const CollisionEvent& e){ diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index 488dc03..dd79678 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -10,7 +10,7 @@ #include #include #include "../Config.h" - +#include "EnemyConfig.h" #include "EnemyBulletSubScene.h" #include "EnemyScript.h" @@ -22,26 +22,26 @@ int EnemyBulletSubScene::create(Scene & scn){ static int counter = 0; string unique_name = "enemy_bullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",vec2{0,-750},0,1); + GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",ENEMY_BULLET_POOL_LOCATION,0,1); Rigidbody& bullet_body = bullet.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - .linear_velocity = vec2{-300,0}, + .linear_velocity = vec2{-250,0}, .kinematic_collision = false, .collision_layers = {COLL_LAY_MISSILE}, .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; - BoxCollider& bullet_collider = bullet.add_component(vec2(60, 40)); + BoxCollider& bullet_collider = bullet.add_component(vec2(60, 30)); //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component( bullet_asset, Sprite::Data { .flip = {true,false}, - .sorting_in_layer = SORT_IN_LAY_PLAYER, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, .size = vec2(60,0), } diff --git a/game/enemy/EnemyConfig.h b/game/enemy/EnemyConfig.h new file mode 100644 index 0000000..f7b660a --- /dev/null +++ b/game/enemy/EnemyConfig.h @@ -0,0 +1,7 @@ +#pragma once +#include + +//button config +// static constexpr crepe::vec2 PLAYER_BULLET_POOL_LOCATION = {0, -850}; +static constexpr crepe::vec2 ENEMY_BULLET_POOL_LOCATION = {0, -750}; +static constexpr crepe::vec2 ENEMY_POOL_LOCATION = {0, -650}; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index 2bdab2c..4b75846 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -9,12 +9,13 @@ #include #include #include "../Random.h" +#include "EnemyConfig.h" using namespace crepe; using namespace std; EnemyScript::EnemyScript(){ engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); - this->shot_delay = std::chrono::duration(2.5 + Random::f(0,1)); + this->shot_delay = std::chrono::duration(3 + Random::f(0,1)); } void EnemyScript::init(){ Metadata& meta = this->get_component(); @@ -51,7 +52,7 @@ void EnemyScript::fixed_update(duration_t dt) { if (elapsed > shot_delay) { this->shoot(transform.position,0); last_fired = now; - this->shot_delay = std::chrono::duration(Random::f(0.8,4)); + this->shot_delay = std::chrono::duration(Random::f(1,4)); } } @@ -71,7 +72,6 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ 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); ai_component.active = true; @@ -86,7 +86,7 @@ bool EnemyScript::on_collide(const CollisionEvent & e){ } void EnemyScript::despawn_enemy(){ Transform& transform = this->get_component(); - transform.position = vec2{0,-650}; + transform.position = ENEMY_POOL_LOCATION; AI& ai_component = this->get_component(); // Rigidbody& enemy_body ai_component.active = false; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 43f9b33..66aedd5 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,7 +1,6 @@ #include -#include "EnemySubScene.h" -#include "EnemyScript.h" + #include #include #include @@ -10,21 +9,24 @@ #include #include #include - #include + #include "../Config.h" +#include "EnemySubScene.h" +#include "EnemyScript.h" +#include "EnemyConfig.h" using namespace crepe; using namespace std; +//#TODO add sound int EnemySubScene::create(Scene & scn){ vec2 size = {20, 20}; static int enemy_counter = 0; string unique_name = "enemy_" + to_string(enemy_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",vec2{0,-650},0,1); + GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",ENEMY_POOL_LOCATION,0,1); enemy.add_component(Rigidbody::Data { .gravity_scale = 0, - .body_type = Rigidbody::BodyType::DYNAMIC, .max_linear_velocity = 400, .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, @@ -37,7 +39,7 @@ int EnemySubScene::create(Scene & scn){ enemy_body_asset, Sprite::Data { .flip = {true,false}, - .sorting_in_layer = SORT_IN_LAY_PLAYER, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 0, .size = vec2(0, 50), } @@ -59,7 +61,7 @@ int EnemySubScene::create(Scene & scn){ enemy_head_asset, Sprite::Data { .flip = {true,false}, - .sorting_in_layer = SORT_IN_LAY_PLAYER, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 1, .size = vec2(0, 50), .position_offset = vec2(0, -20), @@ -78,7 +80,7 @@ int EnemySubScene::create(Scene & scn){ enemy_jetpack_asset, Sprite::Data { .flip = {true,false}, - .sorting_in_layer = SORT_IN_LAY_PLAYER, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 2, .size = vec2(0, 60), .position_offset = vec2(20, 0), diff --git a/game/player/PlayerBulletScript.cpp b/game/player/PlayerBulletScript.cpp index 2bd067d..6beb9f1 100644 --- a/game/player/PlayerBulletScript.cpp +++ b/game/player/PlayerBulletScript.cpp @@ -1,4 +1,3 @@ -#include #include #include @@ -37,7 +36,6 @@ void PlayerBulletScript::despawn_bullet(){ } bool PlayerBulletScript::on_collide(const CollisionEvent& e){ - cout << "player bullet collision happened with " << e.info.other.metadata.tag << endl; this->despawn_bullet(); return false; } diff --git a/game/player/PlayerBulletSubScene.cpp b/game/player/PlayerBulletSubScene.cpp index 4b36387..4ad236c 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -1,4 +1,3 @@ -#include #include #include @@ -37,14 +36,14 @@ int PlayerBulletSubScene::create(Scene & scn){ }); player_bullet_body.active = false; - BoxCollider& player_bullet_collider = player_bullet.add_component(vec2(60, 40)); - //player_bullet_collider.active = false; + BoxCollider& player_bullet_collider = player_bullet.add_component(vec2(30, 30)); + Asset player_bullet_asset {"asset/other_effects/crepe.png"}; Sprite & player_bullet_sprite = player_bullet.add_component( player_bullet_asset, Sprite::Data { .flip = {true,false}, - .sorting_in_layer = SORT_IN_LAY_PLAYER, + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, .size = vec2(30,0), } diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index dc3eec3..7bc5e55 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -1,4 +1,3 @@ -#include #include "PlayerScript.h" #include "../Config.h" @@ -157,25 +156,19 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } void PlayerScript::shoot(const vec2& location,float angle){ - //cout << "player shot" << endl; RefVector bullet_transforms = this->get_components_by_tag("player_bullet"); for(Transform& bullet_pos : bullet_transforms){ - //cout << "bullet pos x: " << bullet_pos.position.x << " y: " << bullet_pos.position.y << endl; if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ - - //cout << "bullet found\n"; + 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(bullet_pos.game_object_id).front(); BoxCollider bullet_collider = this->get_components_by_id(bullet_pos.game_object_id).front(); - //bullet_collider.active = true; bullet_body.active = true; BehaviorScript& bullet_script = this->get_components_by_id(bullet_pos.game_object_id).front(); bullet_script.active = true; return; } } - cout << "bullet not found\n"; } -- cgit v1.2.3 From fcec9d7598f0808d4081120a9cb2036bdea59737 Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Wed, 8 Jan 2025 13:52:43 +0100 Subject: make format --- game/GameScene.cpp | 20 ++++---- game/Random.cpp | 1 - game/Random.h | 2 - game/StartGameScript.cpp | 2 +- game/enemy/BattleScript.cpp | 52 +++++++++---------- game/enemy/BattleScript.h | 19 ++++--- game/enemy/EnemyBulletPool.cpp | 2 +- game/enemy/EnemyBulletPool.h | 1 + game/enemy/EnemyBulletScript.cpp | 28 +++++------ game/enemy/EnemyBulletScript.h | 12 ++--- game/enemy/EnemyBulletSubScene.cpp | 38 +++++++------- game/enemy/EnemyPool.cpp | 2 +- game/enemy/EnemyPool.h | 1 + game/enemy/EnemyScript.cpp | 98 +++++++++++++++++++----------------- game/enemy/EnemyScript.h | 16 +++--- game/enemy/EnemySubScene.cpp | 42 ++++++++-------- game/enemy/EnemySubScene.h | 2 +- game/main.cpp | 2 +- game/player/PlayerBulletPool.cpp | 2 +- game/player/PlayerBulletPool.h | 1 + game/player/PlayerBulletScript.cpp | 30 +++++------ game/player/PlayerBulletScript.h | 12 ++--- game/player/PlayerBulletSubScene.cpp | 41 +++++++-------- game/player/PlayerBulletSubScene.h | 2 +- game/player/PlayerScript.cpp | 32 +++++++----- game/player/PlayerScript.h | 7 +-- game/player/PlayerSubScene.cpp | 3 +- 27 files changed, 242 insertions(+), 228 deletions(-) (limited to 'game/enemy/EnemyBulletScript.cpp') diff --git a/game/GameScene.cpp b/game/GameScene.cpp index f09272d..4d3c8af 100644 --- a/game/GameScene.cpp +++ b/game/GameScene.cpp @@ -6,20 +6,21 @@ #include "coins/CoinSystemScript.h" #include "background/BackgroundSubScene.h" +#include "enemy/BattleScript.h" +#include "enemy/EnemyBulletPool.h" +#include "enemy/EnemyPool.h" +#include "enemy/EnemySubScene.h" #include "hud/HudScript.h" #include "hud/HudSubScene.h" #include "hud/SpeedScript.h" #include "menus/endgame/EndGameSubScene.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 "player/PlayerSubScene.h" #include "workers/WorkersSubScene.h" #include +#include #include #include #include @@ -29,7 +30,6 @@ #include #include #include -#include #include #include #include @@ -44,7 +44,7 @@ void GameScene::load_scene() { BackgroundSubScene background(*this); GameObject camera = new_object("camera", "camera", vec2(650, 0)); - Camera& camera_cam = camera.add_component( + Camera & camera_cam = camera.add_component( ivec2(990, 720), vec2(VIEWPORT_X, VIEWPORT_Y), Camera::Data { .bg_color = Color::RED, @@ -56,11 +56,11 @@ void GameScene::load_scene() { camera.add_component().set_script(); camera.add_component().set_script(); camera.add_component(Rigidbody::Data {}); - AI& enemy_path_1 = camera.add_component(400); + AI & enemy_path_1 = camera.add_component(400); enemy_path_1.make_oval_path(100, 100, camera.transform.position, 1.5708, true); - AI& enemy_path_2 = camera.add_component(400); + AI & enemy_path_2 = camera.add_component(400); enemy_path_2.make_oval_path(100, 100, {0, 0}, 1.5708, true); - AI& enemy_path_3 = camera.add_component(400); + AI & enemy_path_3 = camera.add_component(400); enemy_path_3.make_oval_path(100, 100, {0, 0}, 1.5708, true); // camer.add_component PlayerSubScene player(*this); diff --git a/game/Random.cpp b/game/Random.cpp index 59be3c5..ace6245 100644 --- a/game/Random.cpp +++ b/game/Random.cpp @@ -25,4 +25,3 @@ unsigned Random::u(unsigned upper, unsigned lower) { unsigned x = rand() % range; return x + lower; } - diff --git a/game/Random.h b/game/Random.h index cf05e87..8af9669 100644 --- a/game/Random.h +++ b/game/Random.h @@ -6,6 +6,4 @@ 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); - }; - diff --git a/game/StartGameScript.cpp b/game/StartGameScript.cpp index 8fbc17d..77a8598 100644 --- a/game/StartGameScript.cpp +++ b/game/StartGameScript.cpp @@ -1,7 +1,7 @@ -#include #include "StartGameScript.h" #include "Config.h" #include "api/BehaviorScript.h" +#include #include #include diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp index 2564e3d..dde8da1 100644 --- a/game/enemy/BattleScript.cpp +++ b/game/enemy/BattleScript.cpp @@ -1,51 +1,51 @@ #include "BattleScript.h" -#include #include "EnemyScript.h" +#include #include #include -#include "EnemyScript.h" using namespace std; using namespace crepe; -BattleScript::BattleScript(){ - engine.seed(rd()); -} -void BattleScript::init(){ - std::uniform_int_distribution dist(2,10); +BattleScript::BattleScript() { engine.seed(rd()); } +void BattleScript::init() { + std::uniform_int_distribution dist(2, 10); int random_enemy_amount = dist(this->engine); // this->create_battle(random_enemy_amount); - this->subscribe([this](const BattleStartEvent& e) -> bool { + this->subscribe([this](const BattleStartEvent & e) -> bool { return this->create_battle(e); }); } -void BattleScript::fixed_update(duration_t dt){ - if(!battle_active) return; +void BattleScript::fixed_update(duration_t dt) { + if (!battle_active) return; bool enemies_alive = false; - RefVector enemy_scripts = this->get_components_by_tag("enemy"); - - for(BehaviorScript& script : enemy_scripts){ - if(script.active){ + RefVector enemy_scripts + = this->get_components_by_tag("enemy"); + + for (BehaviorScript & script : enemy_scripts) { + if (script.active) { enemies_alive = true; } } - if(!enemies_alive){ + if (!enemies_alive) { this->battle_active = false; this->trigger_event(); } } -bool BattleScript::create_battle(const BattleStartEvent& e){ +bool BattleScript::create_battle(const BattleStartEvent & e) { this->battle_active = true; - RefVector enemy_scripts = this->get_components_by_tag("enemy"); - std::uniform_real_distribution dist(10,30); - for(int i = 0; i < e.num_enemies;i++){ - BehaviorScript& script = enemy_scripts[i]; + RefVector enemy_scripts + = this->get_components_by_tag("enemy"); + std::uniform_real_distribution dist(10, 30); + for (int i = 0; i < e.num_enemies; i++) { + BehaviorScript & script = enemy_scripts[i]; script.active = true; - this->trigger_event(SpawnEnemyEvent{ - .speed = dist(engine), - .column = i, - },script.game_object_id); - + this->trigger_event( + SpawnEnemyEvent { + .speed = dist(engine), + .column = i, + }, + script.game_object_id + ); } return true; } - diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h index f91c597..ddd0be1 100644 --- a/game/enemy/BattleScript.h +++ b/game/enemy/BattleScript.h @@ -1,25 +1,24 @@ #pragma once -#include #include #include +#include #include -struct BattleWonEvent : public crepe::Event{ +struct BattleWonEvent : public crepe::Event {}; -}; - -struct BattleStartEvent : public crepe::Event{ - public: +struct BattleStartEvent : public crepe::Event { +public: int num_enemies = 0; }; -class BattleScript : public crepe::Script{ - public: +class BattleScript : public crepe::Script { +public: BattleScript(); void init() override; void fixed_update(crepe::duration_t dt) override; - private: + +private: bool battle_active = false; std::random_device rd; std::default_random_engine engine; - bool create_battle(const BattleStartEvent& e); + bool create_battle(const BattleStartEvent & e); }; diff --git a/game/enemy/EnemyBulletPool.cpp b/game/enemy/EnemyBulletPool.cpp index 63afca3..3ee4816 100644 --- a/game/enemy/EnemyBulletPool.cpp +++ b/game/enemy/EnemyBulletPool.cpp @@ -1,5 +1,5 @@ -#include "EnemyBulletSubScene.h" #include "EnemyBulletPool.h" +#include "EnemyBulletSubScene.h" using namespace std; void EnemyBulletPool::create_bullets(crepe::Scene & scn) { diff --git a/game/enemy/EnemyBulletPool.h b/game/enemy/EnemyBulletPool.h index e0de02c..ee53fc4 100644 --- a/game/enemy/EnemyBulletPool.h +++ b/game/enemy/EnemyBulletPool.h @@ -5,6 +5,7 @@ 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 index 55160ab..65c0c23 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -1,39 +1,39 @@ -#include #include "EnemyBulletScript.h" #include -#include #include +#include +#include #include "EnemyConfig.h" using namespace crepe; using namespace std; -void EnemyBulletScript::init(){ - this->subscribe([this](const CollisionEvent& e) -> bool { +void EnemyBulletScript::init() { + this->subscribe([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); } -void EnemyBulletScript::fixed_update(crepe::duration_t dt){ - Transform& transform = this->get_component(); - Camera& camera = this->get_components_by_name("camera").front(); - Transform& cam_transform = this->get_components_by_name("camera").front(); - Rigidbody& bullet_body = this->get_component(); +void EnemyBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component(); + Camera & camera = this->get_components_by_name("camera").front(); + Transform & cam_transform = this->get_components_by_name("camera").front(); + Rigidbody & bullet_body = this->get_component(); //move transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x - half_screen.x - 50; - if(transform.position.x < despawn_location){ + if (transform.position.x < despawn_location) { this->despawn_bullet(); } } -void EnemyBulletScript::despawn_bullet(){ - Transform& transform = this->get_component(); - Rigidbody& bullet_body = this->get_component(); +void EnemyBulletScript::despawn_bullet() { + Transform & transform = this->get_component(); + Rigidbody & bullet_body = this->get_component(); bullet_body.active = false; transform.position = ENEMY_BULLET_POOL_LOCATION; } -bool EnemyBulletScript::on_collide(const CollisionEvent& e){ +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 index 822387f..7dab751 100644 --- a/game/enemy/EnemyBulletScript.h +++ b/game/enemy/EnemyBulletScript.h @@ -2,10 +2,10 @@ #include #include -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(); +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 index 4f95ce4..edd8f0c 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -1,47 +1,49 @@ #include -#include -#include +#include "../Config.h" +#include "EnemyConfig.h" +#include +#include +#include #include #include +#include #include -#include -#include +#include #include -#include -#include "../Config.h" -#include "EnemyConfig.h" +#include "../Random.h" +#include "EnemyBulletScript.h" #include "EnemyBulletSubScene.h" #include "EnemyScript.h" -#include "EnemyBulletScript.h" -#include "../Random.h" using namespace crepe; using namespace std; -int EnemyBulletSubScene::create(Scene & scn, int counter){ +int EnemyBulletSubScene::create(Scene & scn, int counter) { string unique_name = "enemy_bullet_" + to_string(counter++); - GameObject bullet = scn.new_object(unique_name.c_str(),"enemy_bullet",ENEMY_BULLET_POOL_LOCATION,0,1); - - Rigidbody& bullet_body = bullet.add_component(Rigidbody::Data { + GameObject bullet = scn.new_object( + unique_name.c_str(), "enemy_bullet", ENEMY_BULLET_POOL_LOCATION, 0, 1 + ); + + Rigidbody & bullet_body = bullet.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - - .linear_velocity = vec2{-250,0}, + + .linear_velocity = vec2 {-250, 0}, .kinematic_collision = false, .collision_layers = {COLL_LAY_MISSILE}, .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; - BoxCollider& bullet_collider = bullet.add_component(vec2(60, 30)); + BoxCollider & bullet_collider = bullet.add_component(vec2(60, 30)); //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component( bullet_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, - .size = vec2(60,0), + .size = vec2(60, 0), } ); bullet.add_component().set_script(); diff --git a/game/enemy/EnemyPool.cpp b/game/enemy/EnemyPool.cpp index 50d0e6a..a7179bf 100644 --- a/game/enemy/EnemyPool.cpp +++ b/game/enemy/EnemyPool.cpp @@ -1,5 +1,5 @@ -#include "EnemySubScene.h" #include "EnemyPool.h" +#include "EnemySubScene.h" using namespace std; void EnemyPool::create_enemies(crepe::Scene & scn) { EnemySubScene enemy; diff --git a/game/enemy/EnemyPool.h b/game/enemy/EnemyPool.h index 916b930..f4d6765 100644 --- a/game/enemy/EnemyPool.h +++ b/game/enemy/EnemyPool.h @@ -5,6 +5,7 @@ class EnemyPool { public: void create_enemies(crepe::Scene & scn); + private: static constexpr int MAXIMUM_AMOUNT = 10; }; diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index e87a58e..6558af5 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -1,109 +1,113 @@ -#include "../Config.h" #include "EnemyScript.h" +#include "../Config.h" +#include "../Random.h" +#include "EnemyConfig.h" +#include #include -#include #include -#include +#include #include #include #include #include -#include "../Random.h" -#include "EnemyConfig.h" using namespace crepe; using namespace std; -EnemyScript::EnemyScript(){ +EnemyScript::EnemyScript() { engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); - this->shot_delay = std::chrono::duration(3 + Random::f(1,0)); + this->shot_delay = std::chrono::duration(3 + Random::f(1, 0)); } -void EnemyScript::init(){ - Metadata& meta = this->get_component(); - this->subscribe([this](const SpawnEnemyEvent& e) -> bool{ - return this->spawn_enemy(e); - },meta.game_object_id); - this->subscribe([this](const CollisionEvent& e) -> bool { +void EnemyScript::init() { + Metadata & meta = this->get_component(); + this->subscribe( + [this](const SpawnEnemyEvent & e) -> bool { return this->spawn_enemy(e); }, + meta.game_object_id + ); + this->subscribe([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); }; void EnemyScript::fixed_update(duration_t dt) { - if(this->alive){ + if (this->alive) { return; } - Transform& transform = this->get_component(); - Transform& player_transform = this->get_components_by_name("player").front(); - Rigidbody& enemy_body = this->get_component(); - AI& ai_component = this->get_component(); - + Transform & transform = this->get_component(); + Transform & player_transform = this->get_components_by_name("player").front(); + Rigidbody & enemy_body = this->get_component(); + AI & ai_component = this->get_component(); + //transform.position += enemy_body.data.linear_velocity * dt.count(); - float direction_to_player_y = player_transform.position.y - transform.position.y; + 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); // Move the path nodes on the Y-axis - for (vec2& path_node : ai_component.path) { + 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 elapsed = now - last_fired; + std::chrono::duration elapsed = now - last_fired; if (elapsed > shot_delay) { - this->shoot(transform.position,0); + this->shoot(transform.position, 0); last_fired = now; - this->shot_delay = std::chrono::duration(Random::f(4,1)); + this->shot_delay = std::chrono::duration(Random::f(4, 1)); } - } -bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ +bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { this->speed = e.speed; - AI& ai_component = this->get_component(); - Transform& transform = this->get_component(); - Camera& camera = this->get_components_by_name("camera").front(); - Transform& cam_transform = this->get_components_by_name("camera").front(); + AI & ai_component = this->get_component(); + Transform & transform = this->get_component(); + Camera & camera = this->get_components_by_name("camera").front(); + Transform & cam_transform = this->get_components_by_name("camera").front(); vec2 half_screen = camera.viewport_size / 2; - float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); - uniform_real_distribution dist( + float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); + uniform_real_distribution 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}; + vec2 spawn_location + = {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height}; transform.position = spawn_location; ai_component.path.clear(); - ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); + ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); ai_component.active = true; this->last_fired = std::chrono::steady_clock::now(); return true; } -bool EnemyScript::on_collide(const CollisionEvent & e){ - if(e.info.other.metadata.tag == "player_bullet"){ +bool EnemyScript::on_collide(const CollisionEvent & e) { + if (e.info.other.metadata.tag == "player_bullet") { this->despawn_enemy(); } - BehaviorScript& enemy_script = this->get_component(); + BehaviorScript & enemy_script = this->get_component(); enemy_script.active = false; return false; } -void EnemyScript::despawn_enemy(){ - Transform& transform = this->get_component(); +void EnemyScript::despawn_enemy() { + Transform & transform = this->get_component(); transform.position = ENEMY_POOL_LOCATION; - AI& ai_component = this->get_component(); + AI & ai_component = this->get_component(); // Rigidbody& enemy_body ai_component.active = false; } -void EnemyScript::shoot(const vec2& location,float angle){ - RefVector bullet_transforms = this->get_components_by_tag("enemy_bullet"); +void EnemyScript::shoot(const vec2 & location, float angle) { + RefVector bullet_transforms + = this->get_components_by_tag("enemy_bullet"); - for(Transform& bullet_pos : bullet_transforms){ - if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){ + for (Transform & bullet_pos : bullet_transforms) { + 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(bullet_pos.game_object_id).front(); - BoxCollider bullet_collider = this->get_components_by_id(bullet_pos.game_object_id).front(); + Rigidbody & bullet_body + = this->get_components_by_id(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id(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 7babe4d..42ecac4 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -1,24 +1,24 @@ #pragma once +#include +#include #include #include -#include -#include #include -#include -struct SpawnEnemyEvent : public crepe::Event{ +struct SpawnEnemyEvent : public crepe::Event { float speed = 0; int column = 0; }; class EnemyScript : public crepe::Script { - public: +public: EnemyScript(); void init() override; void fixed_update(crepe::duration_t dt) override; - void shoot(const crepe::vec2& position,float angle); + void shoot(const crepe::vec2 & position, float angle); bool on_collide(const crepe::CollisionEvent & collisionData); void despawn_enemy(); - bool spawn_enemy(const SpawnEnemyEvent& e); - private: + bool spawn_enemy(const SpawnEnemyEvent & e); + +private: std::random_device rd; std::default_random_engine engine; bool alive = false; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 82401a1..7d3e784 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -1,54 +1,53 @@ #include - -#include -#include +#include +#include +#include #include #include +#include #include -#include -#include +#include #include -#include #include "../Config.h" -#include "EnemySubScene.h" -#include "EnemyScript.h" #include "EnemyConfig.h" +#include "EnemyScript.h" +#include "EnemySubScene.h" using namespace crepe; using namespace std; //#TODO add sound -int EnemySubScene::create(Scene & scn,int enemy_counter){ +int EnemySubScene::create(Scene & scn, int enemy_counter) { string unique_name = "enemy_" + to_string(enemy_counter++); - GameObject enemy = scn.new_object(unique_name.c_str(),"enemy",ENEMY_POOL_LOCATION,0,1); - + GameObject enemy = scn.new_object(unique_name.c_str(), "enemy", ENEMY_POOL_LOCATION, 0, 1); + enemy.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::DYNAMIC, .max_linear_velocity = 400, - .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_PLAYER_BULLET}, + .collision_layers = {COLL_LAY_BOT_TOP, COLL_LAY_PLAYER_BULLET}, .collision_layer = COLL_LAY_ENEMY, - + }); Asset enemy_body_asset {"asset/workers/worker2Body.png"}; enemy.add_component(vec2(50, 50)); Sprite & enemy_body_sprite = enemy.add_component( enemy_body_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 0, .size = vec2(0, 50), } ); - Animator& body_animator = enemy.add_component( + Animator & body_animator = enemy.add_component( enemy_body_sprite, ivec2(32, 32), uvec2(4, 8), Animator::Data { .fps = 5, .col = 3, .row = 1, - + .looping = false, } ); @@ -58,7 +57,7 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ Sprite & enemy_head_sprite = enemy.add_component( enemy_head_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 1, .size = vec2(0, 50), @@ -77,7 +76,7 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ Sprite & enemy_jetpack_sprite = enemy.add_component( enemy_jetpack_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, .order_in_layer = 2, .size = vec2(0, 60), @@ -92,10 +91,11 @@ int EnemySubScene::create(Scene & scn,int enemy_counter){ .looping = true, } ); - - AI& ai_component = enemy.add_component(3000); + + AI & ai_component = enemy.add_component(3000); ai_component.path_follow_on(); - BehaviorScript& enemy_script = enemy.add_component().set_script(); + BehaviorScript & enemy_script + = enemy.add_component().set_script(); enemy_script.active = false; return enemy_counter; } diff --git a/game/enemy/EnemySubScene.h b/game/enemy/EnemySubScene.h index 68bb9a1..3899250 100644 --- a/game/enemy/EnemySubScene.h +++ b/game/enemy/EnemySubScene.h @@ -6,5 +6,5 @@ class Scene; class EnemySubScene { public: - int create(crepe::Scene & scn,int enemy_counter); + int create(crepe::Scene & scn, int enemy_counter); }; diff --git a/game/main.cpp b/game/main.cpp index 9b25444..858fad4 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -9,7 +9,7 @@ using namespace crepe; int main() { Engine gameloop; - + gameloop.add_scene(); gameloop.add_scene(); gameloop.add_scene(); diff --git a/game/player/PlayerBulletPool.cpp b/game/player/PlayerBulletPool.cpp index 4cd115e..5285ec8 100644 --- a/game/player/PlayerBulletPool.cpp +++ b/game/player/PlayerBulletPool.cpp @@ -1,5 +1,5 @@ -#include "PlayerBulletSubScene.h" #include "PlayerBulletPool.h" +#include "PlayerBulletSubScene.h" using namespace std; void PlayerBulletPool::create_bullets(crepe::Scene & scn) { diff --git a/game/player/PlayerBulletPool.h b/game/player/PlayerBulletPool.h index a8ba2fb..9618d54 100644 --- a/game/player/PlayerBulletPool.h +++ b/game/player/PlayerBulletPool.h @@ -5,6 +5,7 @@ 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 index 6beb9f1..a76b7eb 100644 --- a/game/player/PlayerBulletScript.cpp +++ b/game/player/PlayerBulletScript.cpp @@ -1,41 +1,41 @@ #include -#include #include +#include #include "PlayerBulletScript.h" using namespace crepe; using namespace std; -void PlayerBulletScript::init(){ - this->subscribe([this](const CollisionEvent& e) -> bool { +void PlayerBulletScript::init() { + this->subscribe([this](const CollisionEvent & e) -> bool { return this->on_collide(e); }); } -void PlayerBulletScript::fixed_update(crepe::duration_t dt){ - Transform& transform = this->get_component(); - Camera& camera = this->get_components_by_name("camera").front(); - Transform& cam_transform = this->get_components_by_name("camera").front(); - Rigidbody& bullet_body = this->get_component(); +void PlayerBulletScript::fixed_update(crepe::duration_t dt) { + Transform & transform = this->get_component(); + Camera & camera = this->get_components_by_name("camera").front(); + Transform & cam_transform = this->get_components_by_name("camera").front(); + Rigidbody & bullet_body = this->get_component(); transform.rotation += bullet_body.data.angular_velocity; transform.position += bullet_body.data.linear_velocity * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x + half_screen.x + 50; - if(transform.position.x > despawn_location){ + if (transform.position.x > despawn_location) { this->despawn_bullet(); } } -void PlayerBulletScript::despawn_bullet(){ - Transform& transform = this->get_component(); - Rigidbody& bullet_body = this->get_component(); +void PlayerBulletScript::despawn_bullet() { + Transform & transform = this->get_component(); + Rigidbody & bullet_body = this->get_component(); bullet_body.active = false; - BehaviorScript& bullet_script = this->get_component(); + BehaviorScript & bullet_script = this->get_component(); bullet_script.active = false; - transform.position = {0,-850}; + transform.position = {0, -850}; } -bool PlayerBulletScript::on_collide(const CollisionEvent& e){ +bool PlayerBulletScript::on_collide(const CollisionEvent & e) { this->despawn_bullet(); return false; } diff --git a/game/player/PlayerBulletScript.h b/game/player/PlayerBulletScript.h index 559b815..0637790 100644 --- a/game/player/PlayerBulletScript.h +++ b/game/player/PlayerBulletScript.h @@ -2,10 +2,10 @@ #include #include -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(); +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 index 96c6b9a..62bcf3e 100644 --- a/game/player/PlayerBulletSubScene.cpp +++ b/game/player/PlayerBulletSubScene.cpp @@ -1,51 +1,52 @@ #include -#include -#include +#include "../Config.h" +#include +#include +#include #include #include +#include #include -#include -#include +#include #include -#include -#include "../Config.h" - +#include "PlayerBulletScript.h" #include "PlayerBulletSubScene.h" #include "PlayerScript.h" -#include "PlayerBulletScript.h" using namespace crepe; using namespace std; -int PlayerBulletSubScene::create(Scene & scn,int counter){ +int PlayerBulletSubScene::create(Scene & scn, int counter) { string unique_name = "player_bullet_" + to_string(counter++); - GameObject player_bullet = scn.new_object(unique_name.c_str(),"player_bullet",vec2{0,-850},0,1); - - Rigidbody& player_bullet_body = player_bullet.add_component(Rigidbody::Data { + GameObject player_bullet + = scn.new_object(unique_name.c_str(), "player_bullet", vec2 {0, -850}, 0, 1); + + Rigidbody & player_bullet_body = player_bullet.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - .linear_velocity = vec2{300,0}, + .linear_velocity = vec2 {300, 0}, .angular_velocity = 150, .kinematic_collision = false, .collision_layers = {COLL_LAY_ENEMY}, - + .collision_layer = COLL_LAY_PLAYER_BULLET, - - + }); player_bullet_body.active = false; - BoxCollider& player_bullet_collider = player_bullet.add_component(vec2(30, 30)); + BoxCollider & player_bullet_collider + = player_bullet.add_component(vec2(30, 30)); Asset player_bullet_asset {"asset/other_effects/crepe.png"}; Sprite & player_bullet_sprite = player_bullet.add_component( player_bullet_asset, Sprite::Data { - .flip = {true,false}, + .flip = {true, false}, .sorting_in_layer = SORT_IN_LAY_OBSTACLES, .order_in_layer = 1, - .size = vec2(30,0), + .size = vec2(30, 0), } ); - player_bullet.add_component().set_script().active = false; + player_bullet.add_component().set_script().active + = false; return counter; } diff --git a/game/player/PlayerBulletSubScene.h b/game/player/PlayerBulletSubScene.h index 425d554..72eda62 100644 --- a/game/player/PlayerBulletSubScene.h +++ b/game/player/PlayerBulletSubScene.h @@ -6,5 +6,5 @@ class Scene; class PlayerBulletSubScene { public: - int create(crepe::Scene & scn,int counter); + int create(crepe::Scene & scn, int counter); }; diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index 7bc5e55..d32da0b 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -4,9 +4,9 @@ #include "../enemy/BattleScript.h" #include #include +#include #include #include -#include #include #include @@ -60,7 +60,8 @@ bool PlayerScript::on_collision(const CollisionEvent & ev) { audio.play(); return false; - } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") { + } else if (ev.info.other.metadata.tag == "missile" + || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); @@ -91,19 +92,19 @@ 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("player").front(); if (this->get_key_state(Keycode::P)) { - this->trigger_event(BattleStartEvent{ + this->trigger_event(BattleStartEvent { .num_enemies = 5, }); } - if(this->get_key_state(Keycode::ENTER)){ + if (this->get_key_state(Keycode::ENTER)) { auto now = std::chrono::steady_clock::now(); std::chrono::duration elapsed = now - last_fired; if (elapsed > shot_delay) { - this->shoot(transform.position,0); + this->shoot(transform.position, 0); last_fired = now; } } @@ -155,18 +156,23 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { } } -void PlayerScript::shoot(const vec2& location,float angle){ - RefVector bullet_transforms = this->get_components_by_tag("player_bullet"); +void PlayerScript::shoot(const vec2 & location, float angle) { + RefVector bullet_transforms + = this->get_components_by_tag("player_bullet"); - for(Transform& bullet_pos : bullet_transforms){ - if(bullet_pos.position.x == 0 && bullet_pos.position.y == -850){ + for (Transform & bullet_pos : bullet_transforms) { + if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { bullet_pos.position = location; bullet_pos.position.x += 20; - Rigidbody& bullet_body = this->get_components_by_id(bullet_pos.game_object_id).front(); - BoxCollider bullet_collider = this->get_components_by_id(bullet_pos.game_object_id).front(); + Rigidbody & bullet_body + = this->get_components_by_id(bullet_pos.game_object_id).front(); + BoxCollider bullet_collider + = this->get_components_by_id(bullet_pos.game_object_id).front(); bullet_body.active = true; - BehaviorScript& bullet_script = this->get_components_by_id(bullet_pos.game_object_id).front(); + BehaviorScript & bullet_script + = this->get_components_by_id(bullet_pos.game_object_id) + .front(); bullet_script.active = true; return; } diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index 30f39c6..e7d860a 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -1,17 +1,18 @@ #pragma once +#include #include #include -#include 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); + void shoot(const crepe::vec2 & location, float angle); + private: int prev_anim = 0; std::chrono::time_point last_fired; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index 1203ca0..cf11162 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -149,7 +149,8 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .body_type = Rigidbody::BodyType::DYNAMIC, //.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_BULLET}, + = {COLL_LAY_BOT_TOP, COLL_LAY_ZAPPER, COLL_LAY_LASER, COLL_LAY_MISSILE, COLL_LAY_BULLET + }, .collision_layer = COLL_LAY_PLAYER, }); player.add_component().set_script().active = true; -- cgit v1.2.3 From 7739a80176cea889ce240d18d354c5174825b25a Mon Sep 17 00:00:00 2001 From: WBoerenkamps Date: Thu, 9 Jan 2025 14:46:30 +0100 Subject: workers during normal sequence working --- game/Config.h | 1 + game/enemy/BattleScript.cpp | 15 ++++++--- game/enemy/BattleScript.h | 2 ++ game/enemy/EnemyBulletScript.cpp | 2 +- game/enemy/EnemyBulletSubScene.cpp | 7 ++--- game/enemy/EnemyScript.cpp | 61 +++++++++++++++++++++++++++++++------ game/enemy/EnemyScript.h | 15 ++++++--- game/enemy/EnemySubScene.cpp | 41 +++++++++++++++++++++++++ game/main.cpp | 1 + game/player/PlayerScript.cpp | 6 ++++ game/player/PlayerScript.h | 5 ++- game/player/PlayerSubScene.cpp | 7 +++-- game/scheduler/ObjectsScheduler.cpp | 26 ++++++++++++++-- 13 files changed, 159 insertions(+), 30 deletions(-) (limited to 'game/enemy/EnemyBulletScript.cpp') diff --git a/game/Config.h b/game/Config.h index 8fa41ba..3242a03 100644 --- a/game/Config.h +++ b/game/Config.h @@ -34,6 +34,7 @@ static constexpr int COLL_LAY_MISSILE = 8; // Only for GameScene static constexpr int COLL_LAY_BULLET = 9; // Only for GameScene static constexpr int COLL_LAY_ENEMY = 10; // Only for GameScene static constexpr int COLL_LAY_PLAYER_BULLET = 11; // Only for GameScene +static constexpr int COLL_LAY_PLAYER_SHIELD = 12; // Only for GameScene static constexpr float GAME_HEIGHT = 800; // In game units static constexpr float HALLWAY_HEIGHT = 475; // In game units diff --git a/game/enemy/BattleScript.cpp b/game/enemy/BattleScript.cpp index 6d96ef6..3eda89e 100644 --- a/game/enemy/BattleScript.cpp +++ b/game/enemy/BattleScript.cpp @@ -1,6 +1,7 @@ #include "BattleScript.h" #include "EnemyScript.h" #include +#include #include #include using namespace std; @@ -28,16 +29,23 @@ void BattleScript::fixed_update(duration_t dt) { } if (!enemies_alive) { this->battle_active = false; + cout << "battle won" << endl; this->trigger_event(); } } bool BattleScript::create_battle(const BattleStartEvent & e) { - this->battle_active = true; + this->battle_active = e.battle; + this->spawn_enemies(e.num_enemies); + return false; +} +void BattleScript::spawn_enemies(int amount) { RefVector enemy_scripts = this->get_components_by_tag("enemy"); - std::uniform_real_distribution dist(10, 30); - for (int i = 0; i < e.num_enemies; i++) { + std::uniform_real_distribution dist(70, 150); + + for (int i = 0; i < amount; i++) { BehaviorScript & script = enemy_scripts[i]; + if(script.active == true) continue; script.active = true; this->queue_event( SpawnEnemyEvent { @@ -47,5 +55,4 @@ bool BattleScript::create_battle(const BattleStartEvent & e) { script.game_object_id ); } - return false; } diff --git a/game/enemy/BattleScript.h b/game/enemy/BattleScript.h index ddd0be1..57aa16c 100644 --- a/game/enemy/BattleScript.h +++ b/game/enemy/BattleScript.h @@ -9,6 +9,7 @@ struct BattleWonEvent : public crepe::Event {}; struct BattleStartEvent : public crepe::Event { public: int num_enemies = 0; + bool battle = false; }; class BattleScript : public crepe::Script { public: @@ -20,5 +21,6 @@ private: bool battle_active = false; std::random_device rd; std::default_random_engine engine; + void spawn_enemies(int amount); bool create_battle(const BattleStartEvent & e); }; diff --git a/game/enemy/EnemyBulletScript.cpp b/game/enemy/EnemyBulletScript.cpp index 65c0c23..d208a88 100644 --- a/game/enemy/EnemyBulletScript.cpp +++ b/game/enemy/EnemyBulletScript.cpp @@ -18,7 +18,7 @@ void EnemyBulletScript::fixed_update(crepe::duration_t dt) { Transform & cam_transform = this->get_components_by_name("camera").front(); Rigidbody & bullet_body = this->get_component(); //move - transform.position.x += bullet_body.data.linear_velocity.x * dt.count(); + transform.position += bullet_body.data.linear_velocity * dt.count(); vec2 half_screen = camera.viewport_size / 2; float despawn_location = cam_transform.position.x - half_screen.x - 50; if (transform.position.x < despawn_location) { diff --git a/game/enemy/EnemyBulletSubScene.cpp b/game/enemy/EnemyBulletSubScene.cpp index ad2ca9d..eb43f0a 100644 --- a/game/enemy/EnemyBulletSubScene.cpp +++ b/game/enemy/EnemyBulletSubScene.cpp @@ -27,14 +27,13 @@ int EnemyBulletSubScene::create(Scene & scn, int counter) { Rigidbody & bullet_body = bullet.add_component(Rigidbody::Data { .gravity_scale = 0, .body_type = Rigidbody::BodyType::KINEMATIC, - - .linear_velocity = vec2 {-250, 0}, + .linear_velocity = vec2 {-400, 0}, .kinematic_collision = false, - .collision_layers = {COLL_LAY_MISSILE, COLL_LAY_ZAPPER}, + .collision_layers = {COLL_LAY_BOT_TOP,COLL_LAY_MISSILE, COLL_LAY_ZAPPER}, .collision_layer = COLL_LAY_BULLET }); bullet_body.active = false; - BoxCollider & bullet_collider = bullet.add_component(vec2(60, 30)); + BoxCollider & bullet_collider = bullet.add_component(vec2(40, 10)); //bullet_collider.active = false; Asset bullet_asset {"asset/other_effects/effect_smgbullet_x2.png"}; Sprite & bullet_sprite = bullet.add_component( diff --git a/game/enemy/EnemyScript.cpp b/game/enemy/EnemyScript.cpp index 5c03539..04d577a 100644 --- a/game/enemy/EnemyScript.cpp +++ b/game/enemy/EnemyScript.cpp @@ -2,6 +2,7 @@ #include "../Config.h" #include "../Random.h" #include "EnemyConfig.h" +#include #include #include #include @@ -9,7 +10,11 @@ #include #include #include +#include #include +#include "../Random.h" +#include "api/Color.h" +#include "api/Sprite.h" #include using namespace crepe; using namespace std; @@ -40,23 +45,33 @@ void EnemyScript::fixed_update(duration_t dt) { //transform.position += enemy_body.data.linear_velocity * dt.count(); float direction_to_player_y = player_transform.position.y - transform.position.y; float distance_to_player_y = std::abs(direction_to_player_y); + float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); - + //cout << "before clamp speed: " << adjustment_speed << endl; adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); // Move the path nodes on the Y-axis + //cout << "adjusted_speed: " << adjustment_speed << endl; + Rigidbody& player_body = this->get_components_by_tag("player").front(); for (vec2 & path_node : ai_component.path) { path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); + path_node.x += player_body.data.linear_velocity.x * dt.count(); } //bullet fire logic: auto now = std::chrono::steady_clock::now(); std::chrono::duration elapsed = now - last_fired; if (elapsed > shot_delay) { - this->shoot(transform.position, 0); + this->shoot(transform.position); last_fired = now; this->shot_delay = std::chrono::duration(Random::f(4, 1)); } + std::chrono::duration elapsed_hit = now - last_hit; + //hit blink timer + if(elapsed_hit > blink_time){ + set_hit_blink(false); + } } + bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { this->speed = e.speed; AI & ai_component = this->get_component(); @@ -65,7 +80,7 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { Transform & cam_transform = this->get_components_by_name("camera").front(); vec2 half_screen = camera.viewport_size / 2; - float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); + float x_value = cam_transform.position.x + half_screen.x - 70 * (1 + e.column); uniform_real_distribution dist( cam_transform.position.y - half_screen.y + 100, cam_transform.position.y + half_screen.y - 100 @@ -75,31 +90,52 @@ bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { = {cam_transform.position.x + camera.viewport_size.x / 2 + 100, random_height}; transform.position = spawn_location; ai_component.path.clear(); - ai_component.make_oval_path(10, 10, vec2 {x_value, random_height}, 1.5708, true); + ai_component.make_oval_path(10, 30, vec2 {x_value, random_height}, 1.5708, true); ai_component.active = true; this->last_fired = std::chrono::steady_clock::now(); return false; } +void EnemyScript::set_hit_blink(bool status){ + RefVector sprites = this->get_components(); + for(Sprite& sprite : sprites){ + if(status){ + sprite.data.color = Color::RED; + continue; + } + sprite.data.color = Color::WHITE; + } +} + bool EnemyScript::on_collide(const CollisionEvent & e) { if (e.info.other.metadata.tag == "player_bullet") { + this->health--; + last_hit = std::chrono::steady_clock::now(); + //Sprite& sprite; + set_hit_blink(true); + + } + if(health <= 0){ this->despawn_enemy(); } - Animator & body_animator = this->get_components().front(); - body_animator.data.col = 2; //body_animator.play(); - BehaviorScript & enemy_script = this->get_component(); - enemy_script.active = false; + return false; } + void EnemyScript::despawn_enemy() { Transform & transform = this->get_component(); + BehaviorScript & enemy_script = this->get_component(); + enemy_script.active = false; + Animator & body_animator = this->get_components().front(); + body_animator.data.col = 2; transform.position = ENEMY_POOL_LOCATION; AI & ai_component = this->get_component(); // Rigidbody& enemy_body ai_component.active = false; } -void EnemyScript::shoot(const vec2 & location, float angle) { + +void EnemyScript::shoot(const vec2 & location) { RefVector bullet_transforms = this->get_components_by_tag("enemy_bullet"); @@ -120,3 +156,10 @@ void EnemyScript::shoot(const vec2 & location, float angle) { } } } + +void EnemyScript::create_tank(){ + RefVector sprites = this->get_components(); + Sprite& tank_body = sprites[2]; + tank_body.active = true; + +} diff --git a/game/enemy/EnemyScript.h b/game/enemy/EnemyScript.h index 42ecac4..24799a5 100644 --- a/game/enemy/EnemyScript.h +++ b/game/enemy/EnemyScript.h @@ -13,19 +13,24 @@ public: EnemyScript(); void init() override; void fixed_update(crepe::duration_t dt) override; - void shoot(const crepe::vec2 & position, float angle); + void shoot(const crepe::vec2 & position); bool on_collide(const crepe::CollisionEvent & collisionData); void despawn_enemy(); bool spawn_enemy(const SpawnEnemyEvent & e); - + void create_tank(); + void create_soldier(); + void set_hit_blink(bool status); private: std::random_device rd; std::default_random_engine engine; bool alive = false; float speed = 50; - const float MIN_SPEED = 10; - const float MAX_SPEED = 130; - const float MAX_DISTANCE = 100; + int health = 2; + const float MIN_SPEED = 20; + const float MAX_SPEED = 150; + const float MAX_DISTANCE = 200; std::chrono::time_point last_fired; + std::chrono::time_point last_hit; std::chrono::duration shot_delay = std::chrono::duration(0); + std::chrono::duration blink_time = std::chrono::duration(0.1); }; diff --git a/game/enemy/EnemySubScene.cpp b/game/enemy/EnemySubScene.cpp index 607b9a9..edc537f 100644 --- a/game/enemy/EnemySubScene.cpp +++ b/game/enemy/EnemySubScene.cpp @@ -31,6 +31,7 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) { .collision_layer = COLL_LAY_ENEMY, }); + // normal body Asset enemy_body_asset {"asset/workers/worker2Body.png"}; enemy.add_component(vec2(50, 50)); Sprite & enemy_body_sprite = enemy.add_component( @@ -51,7 +52,9 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) { .looping = false, } ); + enemy_body_sprite.active = false; body_animator.pause(); + body_animator.active = true; enemy.add_component(vec2(40, 60), vec2(-20, 0)); Asset enemy_head_asset {"asset/workers/worker2Head.png"}; Sprite & enemy_head_sprite = enemy.add_component( @@ -71,6 +74,32 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) { .looping = true, } ); + // tanky body + Asset tank_body_asset {"asset/workers/workerFatBody.png"}; + enemy.add_component(vec2(50, 50)); + Sprite & tank_body_sprite = enemy.add_component( + tank_body_asset, + Sprite::Data { + .flip = {true, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 0, + .size = vec2(0, 50), + } + ); + tank_body_sprite.active = true; + Animator & tank_animator = enemy.add_component( + tank_body_sprite, ivec2(32, 32), uvec2(4, 8), + Animator::Data { + .fps = 5, + .col = 1, + .row = 0, + .looping = false, + } + ); + tank_animator.pause(); + tank_animator.active = true; + + //jetpack enemy.add_component(25, vec2(0, -20)); Asset enemy_jetpack_asset {"asset/barry/jetpackDefault.png"}; Sprite & enemy_jetpack_sprite = enemy.add_component( @@ -91,6 +120,18 @@ int EnemySubScene::create(Scene & scn, int enemy_counter) { .looping = true, } ); + //gun + Asset enemy_pistol_asset{"asset/workers/gun.png"}; + Sprite & enemy_pistol_sprite = enemy.add_component( + enemy_pistol_asset, + Sprite::Data { + .flip = {false, false}, + .sorting_in_layer = SORT_IN_LAY_WORKERS_FRONT, + .order_in_layer = 2, + .size = vec2(0, 20), + .position_offset = vec2(-20, 0), + } + ); enemy.add_component(Asset("asset/sfx/bike_gun_2.ogg")).volume = 0.1; AI & ai_component = enemy.add_component(3000); ai_component.path_follow_on(); diff --git a/game/main.cpp b/game/main.cpp index 14eec99..a34121e 100644 --- a/game/main.cpp +++ b/game/main.cpp @@ -17,6 +17,7 @@ int main() { Config::get_instance() = ENGINE_CONFIG; Engine gameloop; + gameloop.add_scene(); gameloop.add_scene(); gameloop.add_scene(); diff --git a/game/player/PlayerScript.cpp b/game/player/PlayerScript.cpp index fadca9c..c072e06 100644 --- a/game/player/PlayerScript.cpp +++ b/game/player/PlayerScript.cpp @@ -104,6 +104,12 @@ void PlayerScript::fixed_update(crepe::duration_t dt) { last_fired = now; } } + if (this->get_key_state(Keycode::P)) { + this->trigger_event(BattleStartEvent{ + .num_enemies = 4, + .battle = true, + }); + } 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) { diff --git a/game/player/PlayerScript.h b/game/player/PlayerScript.h index e7d860a..0fe21d1 100644 --- a/game/player/PlayerScript.h +++ b/game/player/PlayerScript.h @@ -15,8 +15,11 @@ private: private: int prev_anim = 0; + bool gravity_mode = true; + bool fall_direction = false; std::chrono::time_point last_fired; + std::chrono::time_point last_switched; std::chrono::duration shot_delay = std::chrono::duration(0.5); - + std::chrono::duration switch_delay = std::chrono::duration(0.01); int current_jetpack_sound = 0; }; diff --git a/game/player/PlayerSubScene.cpp b/game/player/PlayerSubScene.cpp index c4d689a..245f19c 100644 --- a/game/player/PlayerSubScene.cpp +++ b/game/player/PlayerSubScene.cpp @@ -22,7 +22,7 @@ using namespace crepe; using namespace std; PlayerSubScene::PlayerSubScene(Scene & scn) { - GameObject player = scn.new_object("player", "player", vec2(-100, 200)); + GameObject player = scn.new_object("player", "player", vec2(200, 200)); Asset player_bullet {"asset/other_effects/effect_smgbullet.png"}; Sprite & player_bullet_sprite = player.add_component( @@ -106,7 +106,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .looping = true, } ); - player.add_component(vec2(50, 50)); + player.add_component(vec2(35, 35)); Asset player_head_asset {"asset/barry/defaultHead.png"}; Sprite & player_head_sprite = player.add_component( player_head_asset, @@ -143,7 +143,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { .looping = true, } ); - player.add_component(vec2(40, 60), vec2(-20, 0)); + player.add_component(vec2(40, 50), vec2(-20, 0)); player.add_component(Rigidbody::Data { .gravity_scale = PLAYER_GRAVITY_SCALE, .body_type = Rigidbody::BodyType::DYNAMIC, @@ -153,6 +153,7 @@ PlayerSubScene::PlayerSubScene(Scene & scn) { }, .collision_layer = COLL_LAY_PLAYER, }); + player.add_component().set_script().active = false; player.add_component().set_script(); player.add_component().set_script().active = false; diff --git a/game/scheduler/ObjectsScheduler.cpp b/game/scheduler/ObjectsScheduler.cpp index 3ce2018..a802806 100644 --- a/game/scheduler/ObjectsScheduler.cpp +++ b/game/scheduler/ObjectsScheduler.cpp @@ -5,6 +5,7 @@ #include "../Config.h" #include "../Random.h" #include "../missile/SpawnEvent.h" +#include "../enemy/EnemyScript.h" #include "api/Rigidbody.h" #include "api/Transform.h" #include "enemy/BattleScript.h" @@ -14,15 +15,34 @@ using namespace crepe; void ObjectsScheduler::preset_0() { trigger_event(MissileSpawnEvent {}); trigger_event(MissileSpawnEvent {}); + this->trigger_event(BattleStartEvent { + .num_enemies = Random::i(3,1), + .battle = false, + }); +} +void ObjectsScheduler::preset_1() { + trigger_event(MissileSpawnEvent {}); + this->trigger_event(BattleStartEvent { + .num_enemies = Random::i(4,1), + .battle = false, + }); +} +void ObjectsScheduler::preset_2() { + trigger_event(CreateZapperEvent {}); + this->trigger_event(BattleStartEvent { + .num_enemies = Random::i(2,1), + .battle = false, + }); } -void ObjectsScheduler::preset_1() { trigger_event(MissileSpawnEvent {}); } -void ObjectsScheduler::preset_2() { trigger_event(CreateZapperEvent {}); } void ObjectsScheduler::preset_3() { trigger_event(CreateZapperEvent {}); } void ObjectsScheduler::preset_4() {} void ObjectsScheduler::boss_fight_1() { this->get_components_by_name("camera").front().get().data.linear_velocity.x = 0; this->get_components_by_name("player").front().get().data.linear_velocity.x = 0; - this->trigger_event(BattleStartEvent {.num_enemies = 2}); + this->trigger_event(BattleStartEvent { + .num_enemies = 7, + .battle = true, + }); RefVector rb_back_forest = this->get_components_by_tag("forest_background"); -- cgit v1.2.3