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path: root/game/player/PlayerScript.cpp
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#include "PlayerScript.h"

#include <crepe/api/Animator.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>

using namespace crepe;
using namespace std;

void PlayerScript::fixed_update(crepe::duration_t dt) {
	RefVector<Animator> animators = this->get_components_by_name<Animator>("player");
	RefVector<ParticleEmitter> emitters
		= this->get_components_by_name<ParticleEmitter>("player");
	Transform & transform = this->get_components_by_name<Transform>("player").front();

	for (ParticleEmitter & emitter : emitters) {
		emitter.data.boundary.offset = vec2(0, -transform.position.y);
	}

	Rigidbody & rb = this->get_components_by_name<Rigidbody>("player").front();
	if (this->get_key_state(Keycode::SPACE)) {
		rb.add_force_linear(vec2(0, -10));
		if (prev_anim != 1) {
			for (Animator & anim : animators) {
				anim.active = true;
				anim.set_anim(1);
				anim.data.looping = true;
				prev_anim = 1;
			}
			for (ParticleEmitter & emitter : emitters) {
				emitter.data.emission_rate = 30;
			}
		}
	} else if (transform.position.y == 195) {
		if (prev_anim != 0) {
			for (Animator & anim : animators) {
				anim.active = true;
				anim.set_anim(0);
				anim.data.looping = true;
				prev_anim = 0;
			}
			for (ParticleEmitter & emitter : emitters) {
				emitter.data.emission_rate = 0;
			}
		}
	} else {
		if (prev_anim != 2) {
			for (Animator & anim : animators) {
				anim.set_anim(2);
				anim.data.looping = false;
				prev_anim = 2;
			}
			for (ParticleEmitter & emitter : emitters) {
				emitter.data.emission_rate = 0;
			}
		}
	}
}