#include "EnemyBulletScript.h" #include #include #include #include #include "EnemyConfig.h" 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(); 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) { this->despawn_bullet(); } } 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) { //cout << "collision happened with " << e.info.other.metadata.tag << endl; this->despawn_bullet(); return false; }