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#include "MissileScript.h"
#include "../Config.h"
#include "api/BehaviorScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/Transform.h>
#include <crepe/system/CollisionSystem.h>
#include <crepe/types.h>
#include <cmath>
#include <crepe/api/AI.h>
#include <crepe/api/KeyCodes.h>
#include <crepe/api/Sprite.h>
using namespace std;
using namespace crepe;
void MissileScript::init() {
subscribe<CollisionEvent>([this](const CollisionEvent & ev) -> bool {
return this->on_collision(ev);
});
this->seeking_disabled = false;
}
void MissileScript::kill_missile() {
auto animations = this->get_components<Animator>();
auto sprites = this->get_components<Sprite>();
auto & fly_sound = this->get_components<AudioSource>().front().get();
auto & this_script = this->get_components<BehaviorScript>().back().get();
animations[0].get().active = false;
animations[1].get().active = false;
animations[2].get().active = true;
sprites[0].get().active = false;
sprites[1].get().active = false;
sprites[2].get().active = true;
this_script.active = false;
this->seeking_disabled = false;
fly_sound.stop();
}
void MissileScript::activate() {
auto anim = this->get_components<Animator>();
auto sprites = this->get_components<Sprite>();
anim[0].get().active = true;
anim[1].get().active = true;
anim[2].get().stop();
sprites[0].get().active = true;
sprites[1].get().active = true;
sprites[2].get().active = false;
}
bool MissileScript::on_collision(const CollisionEvent & ev) {
auto & explosion_sound = this->get_components<AudioSource>().back().get();
this->kill_missile();
explosion_sound.play();
return false;
}
bool MissileScript::is_in_x_range(const Transform & missile, const Transform & player) {
return fabs(missile.position.x - player.position.x) <= this->X_RANGE;
}
void MissileScript::fixed_update(crepe::duration_t dt) {
auto & explosion_anim = this->get_components<Animator>().back().get();
auto & missile = this->get_component<Transform>();
auto & m_ai = this->get_component<AI>();
const auto & player = this->get_components_by_name<Transform>("player").front().get();
const auto & cam = this->get_components_by_name<Transform>("camera").front().get();
const auto & velocity = this->get_component<Rigidbody>().data.linear_velocity;
if (missile.position.x < (cam.position.x - VIEWPORT_X / 1.8)) {
this->kill_missile();
return;
}
// check if animation is at the end
if (explosion_anim.data.row == 7) {
this->activate();
this->seeking_disabled = false;
}
if (this->seeking_disabled) {
m_ai.seek_off();
} else {
m_ai.seek_target = player.position;
m_ai.seek_on();
if (is_in_x_range(missile, player)) {
this->seeking_disabled = true;
m_ai.seek_off();
}
}
vec2 angle_pos = velocity;
float angle = atan2(angle_pos.y, angle_pos.x) * (180 / M_PI);
missile.rotation = angle;
missile.position += velocity * dt.count();
}
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