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#include <iostream>
#include "BattleScript.h"
#include <crepe/api/AI.h>
#include "EnemyScript.h"
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Metadata.h>
#include "BattleWonEvent.h"
#include "EnemyScript.h"
using namespace std;
using namespace crepe;
// stop player movement
// spawn enemies
// resume game once enemies are defeated
// optional: spawn lazers during fight
BattleScript::BattleScript(){
engine.seed(rd());
}
void BattleScript::init(){
std::uniform_int_distribution<int> dist(2,10);
int random_enemy_amount = dist(this->engine);
// this->create_battle(random_enemy_amount);
this->subscribe<BattleStartEvent>([this](const BattleStartEvent& e) -> bool {
return this->create_battle(e);
});
}
void BattleScript::fixed_update(duration_t dt){
bool enemies_alive = false;
RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy");
for(BehaviorScript& script : enemy_scripts){
if(script.active){
enemies_alive = true;
}
}
if(!enemies_alive){
this->trigger_event<BattleWonEvent>();
}
}
bool BattleScript::create_battle(const BattleStartEvent& e){
RefVector<BehaviorScript> enemy_scripts = this->get_components_by_tag<BehaviorScript>("enemy");
std::uniform_real_distribution<float> dist(10,30);
for(int i = 0; i < e.num_enemies;i++){
BehaviorScript& script = enemy_scripts[i];
script.active = true;
this->trigger_event<SpawnEnemyEvent>(SpawnEnemyEvent{
.speed = dist(engine),
.column = i,
},script.game_object_id);
}
return true;
}
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