#include "BattleScript.h" #include "EnemyConfig.h" #include "EnemyScript.h" #include "api/Transform.h" #include #include #include using namespace std; using namespace crepe; 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 { return this->create_battle(e); }); } void BattleScript::fixed_update(duration_t dt) { if (!battle_active) return; bool enemies_alive = false; RefVector enemy_ai = this->get_components_by_tag("enemy"); for (AI & ai : enemy_ai) { if (ai.active) { enemies_alive = true; } } if (!enemies_alive) { this->battle_active = false; this->trigger_event(); } } bool BattleScript::create_battle(const BattleStartEvent & e) { this->battle_active = e.battle; this->spawn_enemies(e.num_enemies); return false; } void BattleScript::spawn_enemies(int amount) { RefVector enemy_ai = this->get_components_by_tag("enemy"); std::uniform_real_distribution dist(70, 150); int spawned = 0; for (int i = 0; i < ENEMY_POOL_MAX; i++) { AI & ai = enemy_ai[i]; Transform & enemy_transform = this->get_components_by_id(ai.game_object_id).front(); if (ai.active == true || enemy_transform.position != ENEMY_POOL_LOCATION) continue; this->queue_event( SpawnEnemyEvent { .speed = dist(engine), .column = i, }, ai.game_object_id ); spawned++; if (spawned >= amount) { return; } } }