#include "SpawnEvent.h" #include "Random.h" #include #include #include #include #include #include #include #include using namespace crepe; void MissileSpawnEventHandler::init() { subscribe([this](const MissileSpawnEvent & ev) -> bool { return this->on_event(ev); }); } bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) { auto missile_transforms = this->get_components_by_name("missile"); auto alert_sprites = this->get_components_by_name("missile_alert"); auto alert_transforms = this->get_components_by_name("missile_alert"); auto colliders = this->get_components_by_name("missile"); auto missile_behaviorscripts = this->get_components_by_name("missile"); auto missile_audiosources = this->get_components_by_name("missile"); auto & camera_transform = this->get_components_by_name("camera").front().get(); for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) { auto & script = missile_behaviorscripts[i * 2].get(); if (script.active) continue; script.active = true; colliders[i].get().active = true; missile_audiosources[i * 2].get().play(); auto & transform = missile_transforms[i].get(); transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET; transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE); auto & alert_transform = alert_transforms[i].get(); auto & alert_sprite = alert_sprites[i].get(); alert_sprite.active = true; break; } return false; }