#include "CoinSystemScript.h" #include "CoinSystem.h" #include "api/CircleCollider.h" #include "api/Metadata.h" #include "api/Sprite.h" #include "api/Transform.h" using namespace crepe; using namespace std; std::vector CoinSystemScript::coin_locations; void CoinSystemScript::init() { this->add_location(vec2{1500,-30}); this->add_location(vec2{1500,0}); this->add_location(vec2{1500,30}); this->add_location(vec2{1500,60}); this->add_location(vec2{1550,-30}); this->add_location(vec2{1550,0}); this->add_location(vec2{1550,30}); this->add_location(vec2{1550,60}); this->add_location(vec2{2500,-30}); this->add_location(vec2{2500,0}); this->add_location(vec2{2500,30}); this->add_location(vec2{2500,60}); this->add_location(vec2{2550,-30}); this->add_location(vec2{2550,0}); this->add_location(vec2{2550,30}); this->add_location(vec2{2550,60}); this->add_location(vec2{2600,-30}); this->add_location(vec2{2600,0}); this->add_location(vec2{2600,30}); this->add_location(vec2{2600,60}); this->add_location(vec2{2650,-30}); this->add_location(vec2{2650,0}); this->add_location(vec2{2650,30}); this->add_location(vec2{2650,60}); this->add_location(vec2{2700,-30}); this->add_location(vec2{2700,0}); this->add_location(vec2{2700,30}); this->add_location(vec2{2700,60}); this->add_location(vec2{2750,-30}); this->add_location(vec2{2750,0}); this->add_location(vec2{2750,30}); this->add_location(vec2{2750,60}); this->add_location(vec2{2800,-30}); this->add_location(vec2{2800,0}); this->add_location(vec2{2800,30}); this->add_location(vec2{2800,60}); this->add_location(vec2{2850,-30}); this->add_location(vec2{2850,0}); this->add_location(vec2{2850,30}); this->add_location(vec2{2850,60}); } void CoinSystemScript::add_location(const crepe::vec2& location){ coin_locations.push_back(CoinData(location)); } void CoinSystemScript::despawn_coins() { // Get the current x-position of the CoinSystem's Transform component float position = this->get_component().position.x; // Retrieve all active coin sprites tagged as "coin" RefVector coin_sprites = this->get_components_by_tag("coin"); for (Sprite& coin_sprite : coin_sprites) { if (!coin_sprite.active) continue; // Skip inactive sprites // Retrieve the corresponding Transform, Metadata, and CircleCollider components Transform& coin_transform = this->get_components_by_id(coin_sprite.game_object_id).front().get(); Metadata& coin_metadata = this->get_components_by_id(coin_sprite.game_object_id).front().get(); CircleCollider& coin_collider = this->get_components_by_id(coin_sprite.game_object_id).front().get(); // Check if the coin is out of bounds based on DESPAWN_DISTANCE if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) { // Find the coin in the coin_locations vector using its name auto it = std::find_if( coin_locations.begin(), coin_locations.end(), [&coin_metadata](const CoinData& data) { return data.name == coin_metadata.name; } ); // If a match is found, erase it from coin_locations if (it != coin_locations.end()) { coin_locations.erase(it); coin_sprite.active = false; coin_collider.active = false; } } } } void CoinSystemScript::spawn_coins(){ // Get the current x-position of the CoinSystem's Transform component float position = this->get_component().position.x; // Iterate through the list of coin locations for (auto& coin : coin_locations) { // Skip this coin if it is already active if (coin.active)continue; // Skip this coin if it is not within the defined spawn area if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue; // Retrieve all sprites tagged as "coin" RefVector coin_sprites = this->get_components_by_tag("coin"); // Check for an available (inactive) coin sprite for (Sprite& coin_sprite : coin_sprites) { // Skip this sprite if it is already active if (coin_sprite.active) continue; // Found an available (inactive) coin sprite // Retrieve its associated components Transform & coin_transform = this->get_components_by_id(coin_sprite.game_object_id).front().get(); Metadata & coin_metadata = this->get_components_by_id(coin_sprite.game_object_id).front().get(); CircleCollider & coin_collider = this->get_components_by_id(coin_sprite.game_object_id).front().get(); // Assign data and set active coin.name = coin_metadata.name; coin.active = true; coin_sprite.active = true; coin_collider.active = true; coin_transform.position = coin.start_location; // Break out of the inner loop since we've assigned this coin to an available sprite break; } } } void CoinSystemScript::frame_update(crepe::duration_t dt) { this->despawn_coins(); this->spawn_coins(); }