#include "PlayerScript.h" #include "../Config.h" #include "../enemy/BattleScript.h" #include #include #include #include #include #include #include using namespace crepe; using namespace std; void PlayerScript::init() { subscribe([this](const CollisionEvent & ev) -> bool { return this->on_collision(ev); }); subscribe([this](const KeyPressEvent & ev) -> bool { if (ev.repeat) return false; return this->on_key_down(ev); }); subscribe([this](const KeyReleaseEvent & ev) -> bool { return this->on_key_up(ev); }); this->last_fired = std::chrono::steady_clock::now(); this->body = get_component(); } bool PlayerScript::on_key_down(const KeyPressEvent & ev) { if (ev.repeat) return false; if (ev.key == Keycode::SPACE) { const vec2 UP = {0, -1}; this->help_kick(UP); } return false; } bool PlayerScript::on_key_up(const KeyReleaseEvent & ev) { if (ev.key == Keycode::SPACE) { const vec2 DOWN = {0, 1}; this->help_kick(DOWN); } return false; } void PlayerScript::help_kick(const vec2 & direction) { // softly "kick" the player (at start/end of flight) vec2 & velocity = this->body->data.linear_velocity; float kick_amount = std::min( velocity.length() * PLAYER_HELP_KICK_SCALE, engine_gravity * PLAYER_HELP_KICK_MAX ); velocity += direction * kick_amount; } bool PlayerScript::on_collision(const CollisionEvent & ev) { BehaviorScript & play_scr = this->get_components_by_name("player").front(); BehaviorScript & end_scr = this->get_components_by_name("player").back(); RefVector animators = this->get_components_by_name("player"); RefVector emitters = this->get_components_by_name("player"); if (ev.info.other.metadata.tag == "zapper") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(4); anim.data.looping = true; prev_anim = 0; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 0; } play_scr.active = false; end_scr.active = true; AudioSource & audio = this->get_components_by_name("player").at(0); audio.play(); return false; } else if (ev.info.other.metadata.tag == "laser") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(4); anim.data.looping = true; prev_anim = 0; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 0; } play_scr.active = false; end_scr.active = true; AudioSource & audio = this->get_components_by_name("player").at(1); audio.play(); return false; } else if (ev.info.other.metadata.tag == "missile" || ev.info.other.metadata.tag == "enemy_bullet") { for (Animator & anim : animators) { anim.active = true; anim.set_anim(5); anim.data.looping = true; prev_anim = 0; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 0; } play_scr.active = false; end_scr.active = true; AudioSource & audio = this->get_components_by_name("player").at(2); audio.play(); return false; } return false; } void PlayerScript::fixed_update(crepe::duration_t dt) { RefVector animators = this->get_components_by_name("player"); RefVector emitters = this->get_components_by_name("player"); Transform & transform = this->get_components_by_name("player").front(); for (ParticleEmitter & emitter : emitters) { emitter.data.boundary.offset = vec2(0, -transform.position.y); } Rigidbody & rb = this->body; if (this->get_key_state(Keycode::ENTER)) { 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; } } if (this->get_key_state(Keycode::SPACE)) { rb.add_force_linear( vec2(0, -1) * (engine_gravity * PLAYER_GRAVITY_SCALE * dt.count()) ); if (prev_anim != 1) { for (Animator & anim : animators) { anim.active = true; anim.set_anim(1); anim.data.looping = true; prev_anim = 1; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 30; } } AudioSource & audio = this->get_components_by_name("player").at( 3 + current_jetpack_sound ); audio.play(); current_jetpack_sound++; if (current_jetpack_sound > 7) { current_jetpack_sound = 0; } } else if (transform.position.y == 195) { Rigidbody & rb = this->body; if (prev_anim != 0 && rb.data.linear_velocity.x != 0) { for (Animator & anim : animators) { anim.active = true; anim.set_anim(0); anim.data.looping = true; prev_anim = 0; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 0; } } } else { if (prev_anim != 2) { for (Animator & anim : animators) { anim.set_anim(2); anim.data.looping = false; prev_anim = 2; } for (ParticleEmitter & emitter : emitters) { emitter.data.emission_rate = 0; } } } } void PlayerScript::shoot(const vec2 & location, float angle) { RefVector bullet_transforms = this->get_components_by_tag("player_bullet"); for (Transform & bullet_pos : bullet_transforms) { if (bullet_pos.position.x == 0 && bullet_pos.position.y == -850) { 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_body.active = true; BehaviorScript & bullet_script = this->get_components_by_id(bullet_pos.game_object_id) .front(); bullet_script.active = true; return; } } }