#include "BattleScript.h" #include <crepe/api/AI.h> #include "EnemyScript.h" #include <crepe/api/BehaviorScript.h> #include <crepe/api/Metadata.h> #include "BattleWonEvent.h" #include "EnemyScript.h" using namespace std; using namespace crepe; BattleScript::BattleScript(){ engine.seed(rd()); } void BattleScript::init(){ std::uniform_int_distribution<int> dist(2,10); int random_enemy_amount = dist(this->engine); // this->create_battle(random_enemy_amount); this->subscribe<BattleStartEvent>([this](const BattleStartEvent& e) -> bool { return this->create_battle(e); }); } void BattleScript::fixed_update(duration_t dt){ if(!battle_active) return; bool enemies_alive = false; RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy"); for(BehaviorScript& script : enemy_scripts){ if(script.active){ enemies_alive = true; } } if(!enemies_alive){ this->battle_active = false; this->trigger_event<BattleWonEvent>(); } } bool BattleScript::create_battle(const BattleStartEvent& e){ this->battle_active = true; RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy"); std::uniform_real_distribution<float> dist(10,30); for(int i = 0; i < e.num_enemies;i++){ BehaviorScript& script = enemy_scripts[i]; script.active = true; this->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{ .speed = dist(engine), .column = i, },script.game_object_id); } return true; }