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#include "WorkerScript.h"
#include "../Config.h"
#include "api/BehaviorScript.h"
#include <crepe/api/Animator.h>
#include <crepe/api/Rigidbody.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Transform.h>
#include <crepe/types.h>
#include <cstdlib>
using namespace crepe;
using namespace std;
void WorkerScript::fixed_update(duration_t dt) {
RefVector<Rigidbody> rb_workers = this->get_components_by_tag<Rigidbody>("worker");
RefVector<Transform> trans_workers = this->get_components_by_tag<Transform>("worker");
Rigidbody & rb_cam = this->get_components_by_name<Rigidbody>("camera").back();
Transform & trans_cam = this->get_components_by_name<Transform>("camera").back();
int counter = 0;
for (Rigidbody & rb_worker : rb_workers) {
Transform & trans_worker = trans_workers.at(counter);
float result_x = rb_cam.data.linear_velocity.x - rb_worker.data.linear_velocity.x;
if (result_x > 0) {
float left_cam_pos_x = trans_cam.position.x - VIEWPORT_X / 2;
if (trans_worker.position.x < left_cam_pos_x - 1000) {
trans_worker.position.x = left_cam_pos_x + VIEWPORT_X + 1000;
do {
float min_value = -2500 * dt.count();
float max_value = 2500 * dt.count();
rb_worker.data.linear_velocity.x
= min_value
+ static_cast<float>(rand())
/ (static_cast<float>(RAND_MAX / (max_value - min_value)));
} while (rb_worker.data.linear_velocity.x < 500 * dt.count()
&& rb_worker.data.linear_velocity.x > -500 * dt.count());
RefVector<Sprite> sprite_worker
= this->get_components_by_id<Sprite>(trans_worker.game_object_id);
RefVector<Animator> animator_worker
= this->get_components_by_id<Animator>(trans_worker.game_object_id);
BehaviorScript & bs_panic
= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
.front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
sprite_worker.back().get().data.flip.flip_x = true;
animator_worker.front().get().data.fps
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.back().get().data.fps
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
animator_worker.front().get().active = true;
animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
animator_worker.front().get().data.fps
= rb_worker.data.linear_velocity.x / 5;
animator_worker.back().get().data.fps
= rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
animator_worker.front().get().active = true;
animator_worker.back().get().active = true;
}
trans_worker.rotation = 0;
bs_panic.active = true;
rb_worker.data.linear_velocity_coefficient = {1, 1};
for (Sprite & sprite : sprite_worker) {
sprite.data.position_offset.x = 0;
}
}
} else {
float right_cam_pos_x = trans_cam.position.x + VIEWPORT_X / 2;
if (trans_worker.position.x > right_cam_pos_x + 1000) {
do {
float min_value = -2500 * dt.count();
float max_value = 2500 * dt.count();
rb_worker.data.linear_velocity.x
= min_value
+ static_cast<float>(rand())
/ (static_cast<float>(RAND_MAX / (max_value - min_value)));
} while (rb_worker.data.linear_velocity.x < 500 * dt.count()
&& rb_worker.data.linear_velocity.x > -500 * dt.count());
RefVector<Sprite> sprite_worker
= this->get_components_by_id<Sprite>(trans_worker.game_object_id);
RefVector<Animator> animator_worker
= this->get_components_by_id<Animator>(trans_worker.game_object_id);
BehaviorScript & bs_panic
= this->get_components_by_id<BehaviorScript>(trans_worker.game_object_id)
.front();
if (rb_worker.data.linear_velocity.x < 0) {
sprite_worker.front().get().data.flip.flip_x = true;
sprite_worker.back().get().data.flip.flip_x = true;
animator_worker.front().get().data.fps
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.back().get().data.fps
= -rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
animator_worker.front().get().active = true;
animator_worker.back().get().active = true;
} else {
sprite_worker.front().get().data.flip.flip_x = false;
sprite_worker.back().get().data.flip.flip_x = false;
animator_worker.front().get().data.fps
= rb_worker.data.linear_velocity.x / 5;
animator_worker.back().get().data.fps
= rb_worker.data.linear_velocity.x / 5;
animator_worker.front().get().set_anim(0);
animator_worker.back().get().set_anim(0);
animator_worker.front().get().active = true;
animator_worker.back().get().active = true;
}
trans_worker.rotation = 0;
bs_panic.active = true;
rb_worker.data.linear_velocity_coefficient = {1, 1};
for (Sprite & sprite : sprite_worker) {
sprite.data.position_offset.x = 0;
}
}
}
counter++;
}
}
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