#include "EnemyScript.h" #include "../Config.h" #include "../Random.h" #include "../enemy/EnemyConfig.h" #include "api/Color.h" #include "api/Sprite.h" #include #include #include #include #include #include #include #include #include #include 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(1, 0)); } 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(!spawned) return; auto now = std::chrono::steady_clock::now(); std::chrono::duration elapsed_hit = now - last_hit; //hit blink timer if (elapsed_hit > blink_time) { set_hit_blink(false); } Transform & transform = this->get_component(); if (!this->alive) { 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 - 100; if(transform.position.x < x_value){ this->despawn_enemy(); } return; } Transform & player_transform = this->get_components_by_name("player").front(); Rigidbody & enemy_body = this->get_component(); AI & ai_component = this->get_component(); 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); Rigidbody & player_body = this->get_components_by_tag("player").front(); // move path nodes for (vec2 & path_node : ai_component.path) { path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count(); path_node.x += player_body.data.linear_velocity.x * dt.count(); } //bullet fire logic: std::chrono::duration elapsed = now - last_fired; if (elapsed > shot_delay) { this->shoot(transform.position); last_fired = now; this->shot_delay = std::chrono::duration(Random::f(4, 1)); } } bool EnemyScript::spawn_enemy(const SpawnEnemyEvent & e) { this->speed = e.speed; this->alive = true; this->spawned = true; RefVector animators = this->get_components(); for (Animator & anim : animators) { anim.active = false; anim.set_anim(0); } RefVector sprites = this->get_components(); for (Sprite & sprite : sprites) { sprite.data.position_offset.x = 0; } Sprite& jetpack = sprites[2]; jetpack.data.position_offset.x = 20; Sprite& gun = sprites[3]; gun.data.position_offset.x = -20; 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 - 60 * (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, 30, vec2 {x_value, random_height}, 1.5708, true); ai_component.active = true; this->last_fired = std::chrono::steady_clock::now(); return false; } void EnemyScript::set_hit_blink(bool status) { RefVector sprites = this->get_components(); for (Sprite & sprite : sprites) { if (status) { sprite.data.color = Color::RED; continue; } sprite.data.color = Color::WHITE; } } bool EnemyScript::on_collide(const CollisionEvent & e) { if(!this->alive)return false; if (e.info.other.metadata.tag == "player_bullet") { this->health--; last_hit = std::chrono::steady_clock::now(); //Sprite& sprite; set_hit_blink(true); } if (health <= 0) { this->death(); } //body_animator.play(); return false; } void EnemyScript::death(){ Rigidbody& rb = this->get_component(); Transform& tr = this->get_component(); RefVector animators = this->get_components(); for (Animator & anim : animators) { anim.active = false; anim.set_anim(3); } RefVector sprites = this->get_components(); for (Sprite & sprite : sprites) { sprite.data.position_offset.x = 15; } rb.data.linear_velocity_coefficient = {0.5, 1}; //rb.add_force_linear(vec2{0,20}); rb.data.gravity_scale = 20; tr.rotation = 90; AI& ai = this->get_component(); ai.active = false; this->alive = false; AI& ai_component = this->get_component(); ai_component.active = false; } void EnemyScript::despawn_enemy() { Transform & transform = this->get_component(); Rigidbody& rb = this->get_component(); rb.data.gravity_scale = 0; rb.data.linear_velocity = {0,0}; transform.rotation = 0; transform.position = ENEMY_POOL_LOCATION; this->spawned = false; } void EnemyScript::shoot(const vec2 & location) { 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; AudioSource & audio = this->get_component(); audio.play(); return; } } }