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#include "../Config.h"
#include "EnemyScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/AI.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
#include <random>
#include "../Random.h"
using namespace crepe;
using namespace std;
EnemyScript::EnemyScript(){
engine.seed(rd());
this->last_fired = std::chrono::steady_clock::now();
this->shot_delay = std::chrono::duration<float>(2.5 + Random::f(0,1));
}
void EnemyScript::init(){
Metadata& meta = this->get_component<Metadata>();
this->subscribe<SpawnEnemyEvent>([this](const SpawnEnemyEvent& e) -> bool{
return this->spawn_enemy(e);
},meta.game_object_id);
this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
return this->on_collide(e);
});
};
void EnemyScript::fixed_update(duration_t dt) {
if(this->alive){
return;
}
Transform& transform = this->get_component<Transform>();
Transform& player_transform = this->get_components_by_name<Transform>("player").front();
Rigidbody& enemy_body = this->get_component<Rigidbody>();
AI& ai_component = this->get_component<AI>();
//transform.position += enemy_body.data.linear_velocity * dt.count();
float direction_to_player_y = player_transform.position.y - transform.position.y;
float distance_to_player_y = std::abs(direction_to_player_y);
float adjustment_speed = speed * (distance_to_player_y / MAX_DISTANCE);
adjustment_speed = std::clamp(adjustment_speed, MIN_SPEED, MAX_SPEED);
// Move the path nodes on the Y-axis
for (vec2& path_node : ai_component.path) {
path_node.y += (direction_to_player_y > 0 ? 1 : -1) * adjustment_speed * dt.count();
}
//bullet fire logic:
auto now = std::chrono::steady_clock::now();
std::chrono::duration<float> elapsed = now - last_fired;
if (elapsed > shot_delay) {
this->shoot(transform.position,0);
last_fired = now;
this->shot_delay = std::chrono::duration<float>(Random::f(0.8,4));
}
}
bool EnemyScript::spawn_enemy(const SpawnEnemyEvent& e){
this->speed = e.speed;
AI& ai_component = this->get_component<AI>();
Transform& transform = this->get_component<Transform>();
Camera& camera = this->get_components_by_name<Camera>("camera").front();
Transform& cam_transform = this->get_components_by_name<Transform>("camera").front();
vec2 half_screen = camera.viewport_size / 2;
float x_value = cam_transform.position.x + half_screen.x - 50 * (1 + e.column);
uniform_real_distribution<float> dist(
cam_transform.position.y - half_screen.y + 100,
cam_transform.position.y + half_screen.y - 100
);
float random_height = dist(engine);
vec2 spawn_location = {cam_transform.position.x + camera.viewport_size.x / 2 + 100,random_height};
transform.position = spawn_location;
// transform.position = vec2{cam_transform}
ai_component.path.clear();
ai_component.make_oval_path(10, 10, vec2{x_value,random_height}, 1.5708, true);
ai_component.active = true;
return true;
}
bool EnemyScript::on_collide(const CollisionEvent & e){
if(e.info.other.metadata.tag == "player_bullet"){
this->despawn_enemy();
}
return false;
}
void EnemyScript::despawn_enemy(){
Transform& transform = this->get_component<Transform>();
transform.position = vec2{0,-650};
AI& ai_component = this->get_component<AI>();
// Rigidbody& enemy_body
ai_component.active = false;
}
void EnemyScript::shoot(const vec2& location,float angle){
RefVector<Transform> bullet_transforms = this->get_components_by_tag<Transform>("enemy_bullet");
for(Transform& bullet_pos : bullet_transforms){
if(bullet_pos.position.x == 0 && bullet_pos.position.y == -750){
bullet_pos.position = location;
bullet_pos.position.x -= 20;
Rigidbody& bullet_body = this->get_components_by_id<Rigidbody>(bullet_pos.game_object_id).front();
BoxCollider bullet_collider = this->get_components_by_id<BoxCollider>(bullet_pos.game_object_id).front();
bullet_collider.active = true;
bullet_body.active = true;
return;
}
}
}
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