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#include "BattleScript.h"
#include "EnemyConfig.h"
#include "EnemyScript.h"
#include "api/Transform.h"
#include <crepe/api/AI.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Metadata.h>
using namespace std;
using namespace crepe;
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) {
if (!battle_active) return;
bool enemies_alive = false;
RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
for (AI & ai : enemy_ai) {
if (ai.active) {
enemies_alive = true;
}
}
if (!enemies_alive) {
this->battle_active = false;
this->trigger_event<BattleWonEvent>();
}
}
bool BattleScript::create_battle(const BattleStartEvent & e) {
this->battle_active = e.battle;
this->spawn_enemies(e.num_enemies);
return false;
}
void BattleScript::spawn_enemies(int amount) {
RefVector<AI> enemy_ai = this->get_components_by_tag<AI>("enemy");
std::uniform_real_distribution<float> dist(70, 150);
int spawned = 0;
for (int i = 0; i < ENEMY_POOL_MAX; i++) {
AI & ai = enemy_ai[i];
Transform & enemy_transform
= this->get_components_by_id<Transform>(ai.game_object_id).front();
if (ai.active == true || enemy_transform.position != ENEMY_POOL_LOCATION) continue;
this->queue_event<SpawnEnemyEvent>(
SpawnEnemyEvent {
.speed = dist(engine),
.column = i,
},
ai.game_object_id
);
spawned++;
if (spawned >= amount) {
return;
}
}
}
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