#include "../Config.h" #include "EnemyScript.h" #include #include #include #include #include #include #include #include #include "../Random.h" #include "EnemyConfig.h" using namespace crepe; using namespace std; EnemyScript::EnemyScript(){ engine.seed(rd()); this->last_fired = std::chrono::steady_clock::now(); this->shot_delay = std::chrono::duration(3 + Random::f(0,1)); } void EnemyScript::init(){ Metadata& meta = this->get_component(); this->subscribe([this](const SpawnEnemyEvent& e) -> bool{ return this->spawn_enemy(e); },meta.game_object_id); this->subscribe([this](const CollisionEvent& e) -> bool { return this->on_collide(e); }); }; void EnemyScript::fixed_update(duration_t dt) { if(this->alive){ return; } Transform& transform = this->get_component(); Transform& player_transform = this->get_components_by_name("player").front(); Rigidbody& enemy_body = this->get_component(); AI& ai_component = this->get_component(); //transform.position += enemy_body.data.linear_velocity * dt.count(); float direction_to_player_y = player_transform.position.y - transform.position.y; float distance_to_player_y = std::abs(direction_to_player_y); float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE); adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED); // Move the path nodes on the Y-axis for (vec2& path_node : ai_component.path) { path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); } //bullet fire logic: auto now = std::chrono::steady_clock::now(); std::chrono::duration elapsed = now - last_fired; if (elapsed > shot_delay) { this->shoot(transform.position,0); last_fired = now; this->shot_delay = std::chrono::duration(Random::f(1,4)); } } bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){ this->speed = e.speed; AI& ai_component = this->get_component(); Transform& transform = this->get_component(); Camera& camera = this->get_components_by_name("camera").front(); Transform& cam_transform = this->get_components_by_name("camera").front(); vec2 half_screen = camera.viewport_size / 2; float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column); uniform_real_distribution dist( cam_transform.position.y - half_screen.y + 100, cam_transform.position.y + half_screen.y - 100 ); float random_height = dist(engine); vec2 spawn_location = {cam_transform.position.x + camera.viewport_size.x / 2 + 100,random_height}; transform.position = spawn_location; ai_component.path.clear(); ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true); ai_component.active = true; return true; } bool EnemyScript::on_collide(const CollisionEvent & e){ if(e.info.other.metadata.tag == "player_bullet"){ this->despawn_enemy(); } BehaviorScript& enemy_script = this->get_component(); enemy_script.active = false; return false; } void EnemyScript::despawn_enemy(){ Transform& transform = this->get_component(); transform.position = ENEMY_POOL_LOCATION; AI& ai_component = this->get_component(); // Rigidbody& enemy_body ai_component.active = false; } void EnemyScript::shoot(const vec2& location,float angle){ RefVector bullet_transforms = this->get_components_by_tag("enemy_bullet"); for(Transform& bullet_pos : bullet_transforms){ if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){ bullet_pos.position = location; bullet_pos.position.x -= 20; Rigidbody& bullet_body = this->get_components_by_id(bullet_pos.game_object_id).front(); BoxCollider bullet_collider = this->get_components_by_id(bullet_pos.game_object_id).front(); bullet_collider.active = true; bullet_body.active = true; return; } } }