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#include "SpawnEvent.h"
#include "Random.h"
#include <crepe/api/Animator.h>
#include <crepe/api/AudioSource.h>
#include <crepe/api/BehaviorScript.h>
#include <crepe/api/Camera.h>
#include <crepe/api/CircleCollider.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <cstdlib>
using namespace crepe;
void MissileSpawnEventHandler::init() {
subscribe<MissileSpawnEvent>([this](const MissileSpawnEvent & ev) -> bool {
return this->on_event(ev);
});
}
bool MissileSpawnEventHandler::on_event(const MissileSpawnEvent & event) {
auto missile_transforms = this->get_components_by_name<Transform>("missile");
auto alert_sprites = this->get_components_by_name<Sprite>("missile_alert");
auto alert_transforms = this->get_components_by_name<Transform>("missile_alert");
auto colliders = this->get_components_by_name<CircleCollider>("missile");
auto missile_behaviorscripts = this->get_components_by_name<BehaviorScript>("missile");
auto missile_audiosources = this->get_components_by_name<AudioSource>("missile");
auto & camera_transform = this->get_components_by_name<Transform>("camera").front().get();
for (size_t i = 0; i < missile_behaviorscripts.size(); ++i) {
auto & script = missile_behaviorscripts[i * 2].get();
if (script.active) continue;
script.active = true;
colliders[i].get().active = true;
missile_audiosources[i * 2].get().play();
auto & transform = missile_transforms[i].get();
transform.position.x = camera_transform.position.x + this->MISSILE_OFFSET;
transform.position.y = Random::i(this->MAX_RANGE, this->MIN_RANGE);
auto & alert_transform = alert_transforms[i].get();
auto & alert_sprite = alert_sprites[i].get();
alert_sprite.active = true;
break;
}
return false;
}
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