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#include <crepe/api/Camera.h>
#include "../Config.h"
#include "../Random.h"
#include "ZapperPoolScript.h"
#include "ZapperPoolSubScene.h"
#include "util/OptionalRef.h"
using namespace crepe;
using namespace std;
ZapperPoolScript::ZapperPoolScript(std::vector<ZapperObject> && pool) : pool(pool) {}
void ZapperPoolScript::init() {
subscribe<CreateZapperEvent>([this](const CreateZapperEvent &) {
this->spawn_random();
return true;
});
camera_transform = get_components_by_name<Transform>(CAMERA_NAME).back();
camera_camera = get_components_by_name<Camera>(CAMERA_NAME).back();
}
void ZapperPoolScript::fixed_update(crepe::duration_t) {
float threshold = camera_transform->position.x - camera_camera->viewport_size.x / 2 - OFFSCREEN_MARGIN;
for (ZapperObject & zapper : this->pool) {
if (!zapper.active) continue;
if (zapper.transform.position.x < threshold)
zapper.set_active(false);
}
}
void ZapperPoolScript::spawn_random() {
OptionalRef<ZapperObject> zapper = this->get_next_zapper();
if (!zapper) return; // pool exhausted
bool horizontal = Random::b();
vec2 pos;
float rotation, length;
pos.x = camera_transform->position.x + camera_camera->viewport_size.x / 2 + OFFSCREEN_MARGIN;
if (horizontal) {
rotation = 90;
length = Random::f(400, 200);
pos.y = Random::f(0.5, -0.5) * HALLWAY_HEIGHT;
// align zapper to right edge of camera
pos.x -= MAX_LENGTH - (length / 2);
} else {
rotation = 0;
length = Random::f(200, 75);
// ensure zapper doesn't crash into ceiling or floor
pos.y = Random::f(0.5, -0.5) * (HALLWAY_HEIGHT - length);
// align zapper to right edge of camera
pos.x -= MAX_LENGTH;
}
zapper->place(pos, rotation, length);
zapper->set_active(true);
}
OptionalRef<ZapperObject> ZapperPoolScript::get_next_zapper() {
for (ZapperObject & zapper : this->pool) {
if (zapper.active) continue;
return zapper;
}
return {};
}
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