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path: root/game/player/PlayerBulletScript.cpp
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#include <crepe/api/Camera.h>
#include <crepe/api/Metadata.h>
#include <crepe/api/Rigidbody.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 * dt.count();
	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) {
	this->despawn_bullet();
	return false;
}