#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); }); this->last_fired = std::chrono::steady_clock::now(); } 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->get_components_by_name("player").front(); 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::P)) { this->trigger_event(BattleStartEvent{ .num_enemies = 4, .battle = true, }); } if (this->get_key_state(Keycode::SPACE)) { rb.add_force_linear(vec2(0, -PLAYER_GRAVITY_SCALE / 2.5) * dt.count() / 0.02); 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->get_components_by_name("player").front(); 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; } } }