From 15a958a7f327bb2e81e7d445f1499ec78c7f5839 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Fri, 10 Jan 2025 12:05:16 +0100 Subject: alers scripts and quitscript with ESC key --- game/missile/AlertScript.cpp | 38 ++++++++++++++++++++++++++++++++++++++ game/missile/AlertScript.h | 10 ++++++++++ game/missile/AlertSubScene.cpp | 38 ++++++++++++++++++++++++++++++++++++++ game/missile/AlertSubScene.h | 7 +++++++ game/missile/MissilePool.cpp | 2 ++ game/missile/MissileScript.cpp | 11 +++++++++-- game/missile/MissileSubScene.cpp | 25 ++++++++++++------------- game/missile/SpawnEvent.cpp | 22 +++++++++++++--------- 8 files changed, 129 insertions(+), 24 deletions(-) create mode 100644 game/missile/AlertScript.cpp create mode 100644 game/missile/AlertScript.h create mode 100644 game/missile/AlertSubScene.cpp create mode 100644 game/missile/AlertSubScene.h (limited to 'game/missile') diff --git a/game/missile/AlertScript.cpp b/game/missile/AlertScript.cpp new file mode 100644 index 0000000..c1124ac --- /dev/null +++ b/game/missile/AlertScript.cpp @@ -0,0 +1,38 @@ +#include "AlertScript.h" +#include "../Config.h" +#include "api/CircleCollider.h" +#include "api/Sprite.h" + +#include + +using namespace crepe; + +void AlertScript::fixed_update(crepe::duration_t dt) { + const auto & cam = this->get_components_by_name("camera").front().get(); + //missile transform + const auto & this_transform = this->get_component(); + auto missile_transforms = this->get_components_by_name("missile"); + const auto & this_collider = this->get_component(); + + auto alert_sprites = this->get_components_by_name("missile_alert"); + auto alert_transforms = this->get_components_by_name("missile_alert"); + + int idx = 0; + for (int i = 0; i < missile_transforms.size(); i++) { + const auto & missile_transform = missile_transforms[i].get(); + if (this_transform.game_object_id == missile_transform.game_object_id) { + idx = i; + break; + } + } + + auto & alert_transform = alert_transforms[idx].get(); + alert_transform.position.x = cam.position.x + (VIEWPORT_X / 2 - 100); + alert_transform.position.y = this_transform.position.y; + + // check if transform is in camera view + if (this_transform.position.x > cam.position.x - (VIEWPORT_X / 2) + && this_transform.position.x < cam.position.x + (VIEWPORT_X / 2)) { + alert_sprites[idx].get().active = false; + } +} diff --git a/game/missile/AlertScript.h b/game/missile/AlertScript.h new file mode 100644 index 0000000..ab29863 --- /dev/null +++ b/game/missile/AlertScript.h @@ -0,0 +1,10 @@ +#pragma once + +#include "api/Script.h" +class AlertScript : public crepe::Script { +private: + bool has_alert = false; + +public: + void fixed_update(crepe::duration_t dt); +}; diff --git a/game/missile/AlertSubScene.cpp b/game/missile/AlertSubScene.cpp new file mode 100644 index 0000000..c3379e8 --- /dev/null +++ b/game/missile/AlertSubScene.cpp @@ -0,0 +1,38 @@ +#include "AlertSubScene.h" +#include "../Config.h" +#include "api/Animator.h" +#include "api/BehaviorScript.h" +#include "api/Scene.h" +#include "api/Sprite.h" +#include "missile/AlertScript.h" + +using namespace crepe; + +MissileAlert::MissileAlert(Scene& scn){ + GameObject alert = scn.new_object("missile_alert", "missile_alert", {0, 0}, 0, 1); + + Asset missile_alert_ss {"asset/obstacles/missile/missileAlert.png"}; + + //alert.add_component().set_script(); + + auto & missile_alert_sprite = alert.add_component( + missile_alert_ss, + Sprite::Data { + .sorting_in_layer = SORT_IN_LAY_OBSTACLES, + .size = {0, 100}, + } + ); + + auto & missile_alert_anim = alert.add_component( + missile_alert_sprite, ivec2 {64, 64}, uvec2 {4, 2}, + Animator::Data { + .fps = 15, + .looping = true, + } + ); + + missile_alert_anim.set_anim(1); + missile_alert_sprite.active = false; + + +} diff --git a/game/missile/AlertSubScene.h b/game/missile/AlertSubScene.h new file mode 100644 index 0000000..661b3f1 --- /dev/null +++ b/game/missile/AlertSubScene.h @@ -0,0 +1,7 @@ +#pragma once + +#include "api/Scene.h" +class MissileAlert { +public: + MissileAlert(crepe::Scene & scn); +}; diff --git a/game/missile/MissilePool.cpp b/game/missile/MissilePool.cpp index e549210..23f03c9 100644 --- a/game/missile/MissilePool.cpp +++ b/game/missile/MissilePool.cpp @@ -1,5 +1,6 @@ #include "MissilePool.h" #include "MissileSubScene.h" +#include "missile/AlertSubScene.h" #include @@ -10,6 +11,7 @@ MissilePool::MissilePool(Scene & scn) { int amount = 0; MissileSubScene missile; while (amount < this->MAX_MISSILE_COUNT) { + MissileAlert alert(scn); missile.create(scn); amount++; } diff --git a/game/missile/MissileScript.cpp b/game/missile/MissileScript.cpp index 6d0e40e..2d1052e 100644 --- a/game/missile/MissileScript.cpp +++ b/game/missile/MissileScript.cpp @@ -1,6 +1,9 @@ #include "MissileScript.h" #include "../Config.h" +#include "Collider.h" #include "api/BehaviorScript.h" +#include "api/CircleCollider.h" +#include "api/Rigidbody.h" #include #include @@ -25,8 +28,9 @@ void MissileScript::init() { void MissileScript::kill_missile() { auto animations = this->get_components(); auto sprites = this->get_components(); + auto collider = this->get_component(); auto & fly_sound = this->get_components().front().get(); - auto & this_script = this->get_components().back().get(); + auto & this_script = this->get_components().front().get(); animations[0].get().active = false; animations[1].get().active = false; @@ -34,7 +38,7 @@ void MissileScript::kill_missile() { sprites[0].get().active = false; sprites[1].get().active = false; sprites[2].get().active = true; - + collider.active = false; this_script.active = false; this->seeking_disabled = false; @@ -47,9 +51,12 @@ void MissileScript::activate() { anim[0].get().active = true; anim[1].get().active = true; anim[2].get().stop(); + //anim[3].get().active = true; + sprites[0].get().active = true; sprites[1].get().active = true; sprites[2].get().active = false; + //sprites[3].get().active = true; } bool MissileScript::on_collision(const CollisionEvent & ev) { diff --git a/game/missile/MissileSubScene.cpp b/game/missile/MissileSubScene.cpp index 6719c3d..6df6c87 100644 --- a/game/missile/MissileSubScene.cpp +++ b/game/missile/MissileSubScene.cpp @@ -1,6 +1,8 @@ #include "MissileSubScene.h" #include "../Config.h" #include "../missile/MissileScript.h" +#include "Random.h" +#include "missile/AlertScript.h" #include #include @@ -10,14 +12,10 @@ #include #include #include -#include 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"}; @@ -27,6 +25,7 @@ void MissileSubScene::create(crepe::Scene & scn) { Asset missile_fire {"asset/sfx/missile_launch.ogg"}; missle.add_component().set_script().active = false; + missle.add_component().set_script(); auto & sound = missle.add_component(missile_fire); sound.volume = 0.5; @@ -88,16 +87,16 @@ void MissileSubScene::create(crepe::Scene & scn) { missile_explosion_sprite.active = false; explosion_anim.active = false; - std::uniform_int_distribution<> dist(200, 250); - missle.add_component(Rigidbody::Data { - .body_type = Rigidbody::BodyType::KINEMATIC, - .max_linear_velocity = static_cast(dist(gen)), - .kinematic_collision = false, - .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, - .collision_layer = COLL_LAY_MISSILE, - }); + missle + .add_component(Rigidbody::Data { + .body_type = Rigidbody::BodyType::KINEMATIC, + .max_linear_velocity = Random::f(250, 200), + .kinematic_collision = false, + .collision_layers = {COLL_LAY_PLAYER, COLL_LAY_BOT_TOP}, + .collision_layer = COLL_LAY_MISSILE, + }); - missle.add_component(3); + missle.add_component(3).active = false; auto & missle_ai = missle.add_component(1000); } diff --git a/game/missile/SpawnEvent.cpp b/game/missile/SpawnEvent.cpp index 03a9b8c..c407832 100644 --- a/game/missile/SpawnEvent.cpp +++ b/game/missile/SpawnEvent.cpp @@ -1,4 +1,7 @@ #include "SpawnEvent.h" +#include "Config.h" +#include "Random.h" +#include "api/CircleCollider.h" #include #include @@ -8,7 +11,6 @@ #include #include -#include using namespace crepe; @@ -18,28 +20,30 @@ void MissileSpawnEventHandler::init() { }); } -std::random_device rd; -std::mt19937 gen(rd()); - bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { - auto missile_sprites = this->get_components_by_name("missile"); auto missile_transforms = this->get_components_by_name("missile"); + auto alert_sprites = this->get_components_by_name("missile_alert"); + auto alert_transforms = this->get_components_by_name("missile_alert"); + auto colliders = this->get_components_by_name("missile"); auto missile_behaviorscripts = this->get_components_by_name("missile"); auto missile_audiosources = this->get_components_by_name("missile"); auto & camera_transform = this->get_components_by_name("camera").front().get(); for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) { - auto & script = missile_behaviorscripts[i].get(); + auto & script = missile_behaviorscripts[i * 2].get(); if (script.active) continue; script.active = true; - + colliders[i].get().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); + transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE); + + auto & alert_transform = alert_transforms[i].get(); + auto & alert_sprite = alert_sprites[i].get(); + alert_sprite.active = true; break; } -- cgit v1.2.3