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#include <iostream>
#include <crepe/api/Camera.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Metadata.h>
#include "PlayerBulletScript.h"
using namespace crepe;
using namespace std;
void PlayerBulletScript::init(){
this->subscribe<CollisionEvent>([this](const CollisionEvent& e) -> bool {
return this->on_collide(e);
});
}
void PlayerBulletScript::fixed_update(crepe::duration_t dt){
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();
Rigidbody& bullet_body = this->get_component<Rigidbody>();
transform.rotation += bullet_body.data.angular_velocity;
transform.position += bullet_body.data.linear_velocity * dt.count();
vec2 half_screen = camera.viewport_size / 2;
float despawn_location = cam_transform.position.x + half_screen.x + 50;
if(transform.position.x > despawn_location){
this->despawn_bullet();
}
}
void PlayerBulletScript::despawn_bullet(){
Transform& transform = this->get_component<Transform>();
Rigidbody& bullet_body = this->get_component<Rigidbody>();
bullet_body.active = false;
BehaviorScript& bullet_script = this->get_component<BehaviorScript>();
bullet_script.active = false;
transform.position = {0,-850};
}
bool PlayerBulletScript::on_collide(const CollisionEvent& e){
cout << "player bullet collision happened with " << e.info.other.metadata.tag << endl;
this->despawn_bullet();
return false;
}
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