added missile; drawed weaons
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Before Width: | Height: | Size: 809 B After Width: | Height: | Size: 920 B |
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@ -5,3 +5,4 @@
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#include "game/entity.hpp"
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void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir);
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void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir, Entity* target);
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@ -2,6 +2,7 @@
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#include "tinyengine/tinyengine.hpp"
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#include "game/constants.hpp"
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#include "game/global.hpp"
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class MoveCmpt: public Component {
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public:
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@ -35,21 +36,32 @@ public:
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Rect rect;
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};
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class FightShipCmpt: public Component {
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class BulletCmpt: public Component {
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public:
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void Init(float degree) {
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this->degree = degree;
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enum Type {
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Bullet = 1,
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Missile,
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};
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inline void Init(Type type, int damage, Entity* owner, Entity* target = nullptr) {
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this->owner = owner;
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this->damage = damage;
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this->target = target;
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this->type = type;
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rotation = 0;
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alive = true;
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}
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void Release() {}
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inline void Release() override {}
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float degree;
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Type type;
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int damage;
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Entity* owner;
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Entity* target;
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float rotation;
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bool alive;
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};
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class FreightShipCmpt: public Component {
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public:
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void Init() {}
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void Release() {}
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};
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class SpaceshipWeaponCmpt: public Component {
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public:
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@ -58,25 +70,33 @@ public:
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FreeRotation = 0x02,
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};
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void Init(Type type,
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void Init(const std::string& name,
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Type type,
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BulletCmpt::Type bulletType,
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Entity* owner,
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int damage,
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float shootSpeed,
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float maxSpeed,
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float duration) {
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this->name = name;
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this->type = type;
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this->bulletType = bulletType;
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this->owner = owner;
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this->damage = damage;
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this->shootSpeed = shootSpeed;
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this->shootDuration = duration;
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this->coolDown = 0;
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this->maxSpeed = maxSpeed;
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}
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void Release() {}
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bool IsCoolDowning() const { return coolDown >= 0; }
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Entity* ShootBullet(const Point& dir);
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Entity* ShootMissile(const Point& dir, Entity* target);
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Type type;
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BulletCmpt::Type bulletType;
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std::string name;
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int damage;
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float shootSpeed;
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float shootDuration;
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@ -96,6 +116,34 @@ public:
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float recoverDuration;
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};
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class FreightShipCmpt: public Component {
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public:
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void Init(SpaceshipWeaponCmpt* weapon) {
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this->weapon = weapon;
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}
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void Release() { ECSContext.DestroyComponent(weapon); }
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SpaceshipWeaponCmpt* weapon;
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};
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class FightShipCmpt: public Component {
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public:
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void Init(SpaceshipWeaponCmpt* weapon1, SpaceshipWeaponCmpt* weapon2) {
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this->degree = 0;
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this->weapon1 = weapon1;
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this->weapon2 = weapon2;
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}
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void Release() {
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ECSContext.DestroyComponent(weapon1);
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ECSContext.DestroyComponent(weapon2);
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}
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float degree;
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SpaceshipWeaponCmpt* weapon1;
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SpaceshipWeaponCmpt* weapon2;
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};
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class LifeCmpt: public Component {
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public:
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void Init(int hp) { this->hp = hp; }
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@ -128,16 +176,3 @@ public:
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};
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};
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class BulletCmpt: public Component {
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public:
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inline void Init(int damage, Entity* owner) {
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this->owner = owner;
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this->damage = damage;
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alive = true;
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}
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inline void Release() override {}
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int damage;
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Entity* owner;
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bool alive;
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};
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@ -9,8 +9,9 @@ constexpr float LazerDamage = 2;
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constexpr float LazerShooterSpeed = 500;
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constexpr float LazerShooterMaxSpeed = 1000;
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constexpr float LazerShooterCooldown = 0.3;
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constexpr float MissileRotateDegree = 150;
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constexpr Size GameWindowSize = {1024, 720};
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constexpr Rect BulletRefreshArea{-100, -100, 1124, 820};
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constexpr Rect SpaceshipRefreshArea{-1024 * 3, -720 * 3, 1024 * 4, 720 * 4};
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constexpr Rect SpaceshipRefreshArea{-1024 * 3, -720 * 3, 1024 * 7, 720 * 7};
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@ -13,4 +13,6 @@ public:
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private:
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Entity* entity_;
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void weaponShoot(SpaceshipWeaponCmpt* weapon, const MoveCmpt& move);
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};
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@ -6,4 +6,5 @@
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Entity* CreateFreightShip();
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Entity* CreateFightShip();
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Entity* CreateBullet(int damage, Entity* owner, float maxSpeedß);
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Entity* CreateBullet(int damage, Entity* owner, float maxSpeed);
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Entity* CreateMissile(int damage, Entity* owner, float maxSpeed, Entity* target);
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@ -15,3 +15,4 @@ extern Entity* PlayerSpaceship;
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void LoadResources();
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Point MapGlobal2PlayerCoord(const Point& pos);
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Point MapPlayerCoord2Global(const Point& pos);
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@ -20,6 +20,7 @@ private:
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void renderGUI();
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void renderMiniMap();
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void renderWeapons(SpaceshipWeaponCmpt* weapon1, SpaceshipWeaponCmpt* weapon2);
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Camera guiCamera_;
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Camera gameCamera_;
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@ -14,6 +14,14 @@ private:
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void physicalStep(Entity* entity, float dt, MoveCmpt&, MotionCmpt&);
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};
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class MissileUpdateSystem: public UpdateSystem {
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public:
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void Update(float dt) override;
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private:
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void updateMissile(float dt, BulletCmpt&, MoveCmpt&, MotionCmpt&);
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};
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class ColliRectCorrectSystem: public UpdateSystem {
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public:
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void Update(float dt) override;
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@ -32,9 +40,12 @@ public:
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void Update(float dt) override;
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};
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class BulletCooldownSystem: public UpdateSystem {
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class WeaponCooldownSystem: public UpdateSystem {
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public:
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void Update(float dt) override;
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private:
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void coolDown(SpaceshipWeaponCmpt& weapon, float dt);
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};
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class RenderEntitySystem: public RenderSystem {
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@ -42,6 +53,6 @@ public:
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void Render() override;
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private:
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void renderEntity(Entity* entity, const RenderCmpt&);
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void renderEntity(Entity* entity, const RenderCmpt&, float rotation);
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void renderCollideBox(Entity* entity);
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};
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@ -125,11 +125,15 @@ inline double Radians(double degree) {
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return degree * M_PI / 180.0;
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}
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inline double Degress(double radians) {
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inline double Degrees(double radians) {
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return radians * 180.0 / M_PI;
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}
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inline double Cross2D(const Point& v1, const Point& v2) {
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inline double Dot(const Point& v1, const Point& v2) {
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return v1.x * v2.x + v1.y * v2.y;
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}
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inline double Cross(const Point& v1, const Point& v2) {
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return v1.x * v2.y - v2.x * v1.y;
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}
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@ -1,7 +1,9 @@
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#include "game/action.hpp"
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void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir) {
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if (weapon.IsCoolDowning()) return;
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if (weapon.IsCoolDowning()) {
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return;
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}
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Point playerCenterPos = weapon.owner->Get<MoveCmpt>()->position;
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@ -13,3 +15,24 @@ void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir) {
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Sounds["shoot"]->Play();
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}
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void Shoot(SpaceshipWeaponCmpt& weapon, const Point& dir, Entity* target) {
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if (weapon.IsCoolDowning()) {
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return;
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}
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Point playerCenterPos = weapon.owner->Get<MoveCmpt>()->position;
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Entity* bullet;
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bullet = weapon.ShootMissile(dir, target);
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// FIXME the rotation have some bugs
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bullet->Use<BulletCmpt>()->rotation = Degrees(std::acos(-Normalize(dir).y));
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Bullets.Add(bullet);
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weapon.coolDown = weapon.shootDuration;
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Sounds["shoot"]->Play();
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}
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@ -7,3 +7,13 @@ Entity* SpaceshipWeaponCmpt::ShootBullet(const Point& dir) {
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bullet->Use<MoveCmpt>()->position = owner->Get<MoveCmpt>()->position;
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return bullet;
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}
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Entity* SpaceshipWeaponCmpt::ShootMissile(const Point& dir, Entity* target) {
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Entity* bullet = CreateMissile(damage, owner, maxSpeed, target);
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if (target) {
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bullet->Use<BulletCmpt>()->rotation = Degrees(std::acos(Dot(dir, Normalize(target->Get<MoveCmpt>()->position - owner->Get<MoveCmpt>()->position))));
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}
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bullet->Use<MotionCmpt>()->speed = Normalize(dir) * shootSpeed;
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bullet->Use<MoveCmpt>()->position = owner->Get<MoveCmpt>()->position;
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return bullet;
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}
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@ -24,16 +24,39 @@ void FightShipController::Update(float dt) {
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motionCmpt->speed = Rotate(Point{0, -1} * Len(motionCmpt->speed),
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-rotation);
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auto fightShip = entity_->Use<FightShipCmpt>();
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auto weapon1 = fightShip->weapon1,
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weapon2 = fightShip->weapon2;
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auto moveCmpt = entity_->Get<MoveCmpt>();
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if (IsLeftPressing()) {
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if (entity_->Has<SpaceshipWeaponCmpt>()) {
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auto weapon = entity_->Use<SpaceshipWeaponCmpt>();
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if (weapon->type == SpaceshipWeaponCmpt::Orientation) {
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Shoot(*weapon,
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Rotate(Point{0, -1}, -entity_->Get<FightShipCmpt>()->degree));
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} else {
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Shoot(*weapon,
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GetMousePosition() - entity_->Get<MoveCmpt>()->position);
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}
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}
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weaponShoot(weapon1, *moveCmpt);
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}
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if (IsRightPressing()) {
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weaponShoot(weapon2, *moveCmpt);
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}
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}
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void FightShipController::weaponShoot(SpaceshipWeaponCmpt* weapon, const MoveCmpt& move) {
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if (!weapon) return;
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Point dir;
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if (weapon->type == SpaceshipWeaponCmpt::Orientation) {
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dir = Rotate(Point{0, -1}, -entity_->Get<FightShipCmpt>()->degree);
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} else {
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dir = GetMousePosition() - entity_->Get<MoveCmpt>()->position;
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}
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if (weapon->bulletType == BulletCmpt::Bullet) {
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Shoot(*weapon, dir);
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} else {
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Entity* target = nullptr;
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for (auto& entity : Entities) {
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if (entity != entity_ &&
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IsPointInRect(MapPlayerCoord2Global(GetMousePosition()), entity->Get<CollisionCmpt>()->rect)) {
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target = entity;
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break;
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}
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}
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Shoot(*weapon, dir, target);
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}
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}
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@ -8,30 +8,22 @@ void FreightShipController::Update(float dt) {
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const float spd = 100;
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auto motionCmpt = entity_->Use<MotionCmpt>();
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if (IsKeyPressing(GLFW_KEY_A)) {
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// motionCmpt->speed += Point{-spd, 0};
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motionCmpt->acceleration += Point{-spd, 0};
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// motionCmpt->speed.x = -spd;
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}
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if (IsKeyPressing(GLFW_KEY_D)) {
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// motionCmpt->speed += Point{spd, 0};
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motionCmpt->acceleration += Point{spd, 0};
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// motionCmpt->speed.x = spd;
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}
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if (IsKeyPressing(GLFW_KEY_S)) {
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// motionCmpt->speed += Point{0, spd};
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motionCmpt->acceleration += Point{0, spd};
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// motionCmpt->speed.y = spd;
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}
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if (IsKeyPressing(GLFW_KEY_W)) {
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// motionCmpt->speed += Point{0, -spd};
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motionCmpt->acceleration += Point{0, -spd};
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// motionCmpt->speed.y = -spd;
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}
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if (IsLeftPressing()) {
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if (entity_->Has<SpaceshipWeaponCmpt>()) {
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auto weapon = entity_->Use<FreightShipCmpt>()->weapon;
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if (weapon) {
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// FIXME duplicated codes in here and fightship_controller.cpp
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auto weapon = entity_->Use<SpaceshipWeaponCmpt>();
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if (weapon->type == SpaceshipWeaponCmpt::Orientation) {
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Shoot(*weapon,
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Rotate(Point{0, -1}, entity_->Get<FightShipCmpt>()->degree));
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@ -6,15 +6,17 @@ Entity* CreateFreightShip() {
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entity->Add<MoveCmpt>(Point{0, 0});
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entity->Add<MotionCmpt>(Point{0, 0}, FreightShipMaxSpeed);
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entity->Add<RenderCmpt>(GameTileSheet->GetTile(0, 0));
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entity->Add<SpaceshipWeaponCmpt>(SpaceshipWeaponCmpt::FreeRotation,
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entity,
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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auto weapon = ECSContext.CreateComponent<SpaceshipWeaponCmpt>("BULLET",
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SpaceshipWeaponCmpt::FreeRotation,
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BulletCmpt::Bullet,
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entity,
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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entity->Add<CollisionCmpt>(Size{16, 16});
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entity->Add<LifeCmpt>(FreightLife);
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entity->Add<FreightShipCmpt>();
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entity->Add<FreightShipCmpt>(weapon);
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return entity;
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}
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@ -23,15 +25,27 @@ Entity* CreateFightShip() {
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entity->Add<MoveCmpt>(Point{0, 0});
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entity->Add<MotionCmpt>(Point{0, 0}, FightShipMaxSpeed);
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entity->Add<RenderCmpt>(GameTileSheet->GetTile(1, 0));
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entity->Add<SpaceshipWeaponCmpt>(SpaceshipWeaponCmpt::Orientation,
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entity,
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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auto weapon1 = ECSContext.CreateComponent<SpaceshipWeaponCmpt>("BULLET",
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SpaceshipWeaponCmpt::Orientation,
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BulletCmpt::Bullet,
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entity,
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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auto weapon2 = ECSContext.CreateComponent<SpaceshipWeaponCmpt>("MISSILE",
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SpaceshipWeaponCmpt::Orientation,
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BulletCmpt::Missile,
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entity,
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LazerDamage,
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LazerShooterSpeed,
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LazerShooterMaxSpeed,
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LazerShooterCooldown);
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entity->Add<CollisionCmpt>(Size{16, 16});
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entity->Add<LifeCmpt>(FreightLife);
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entity->Add<FightShipCmpt>(0);
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entity->Add<FightShipCmpt>(weapon1, weapon2);
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return entity;
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}
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@ -40,7 +54,17 @@ Entity* CreateBullet(int damage, Entity* owner, float maxSpeed) {
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entity->Add<MoveCmpt>(Point{0, 0});
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entity->Add<MotionCmpt>(Point{0, 0}, maxSpeed);
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entity->Add<RenderCmpt>(GameTileSheet->GetTile(0, 1));
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entity->Add<BulletCmpt>(damage, owner);
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entity->Add<BulletCmpt>(BulletCmpt::Bullet, damage, owner);
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entity->Add<CollisionCmpt>(Size{8, 8});
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return entity;
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}
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Entity* CreateMissile(int damage, Entity* owner, float maxSpeed, Entity* target) {
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Entity* entity = ECSContext.CreateEntity();
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entity->Add<MoveCmpt>(Point{0, 0});
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entity->Add<MotionCmpt>(Point{0, 0}, maxSpeed);
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entity->Add<RenderCmpt>(GameTileSheet->GetTile(2, 1));
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entity->Add<BulletCmpt>(BulletCmpt::Missile, damage, owner, target);
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entity->Add<CollisionCmpt>(Size{10, 10});
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return entity;
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}
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@ -31,3 +31,11 @@ Point MapGlobal2PlayerCoord(const Point& pos) {
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return pos;
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}
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}
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Point MapPlayerCoord2Global(const Point& pos) {
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if (PlayerSpaceship && PlayerSpaceship->Has<MoveCmpt>()) {
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return pos + PlayerSpaceship->Get<MoveCmpt>()->position - GameWindowSize / 2;
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} else {
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return pos;
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}
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}
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@ -3,3 +3,4 @@
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#include "game/constants.hpp"
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RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, SpaceScence)
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// RUN_WINDOW("Space Sector", GameWindowSize.w, GameWindowSize.h, GameLogoScence)
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||||
|
|
|
@ -1,4 +1,5 @@
|
|||
#include "game/stages/gamelogo.hpp"
|
||||
#include "game/stages/space.hpp"
|
||||
|
||||
constexpr float TitlePixel = 40.0f;
|
||||
constexpr float AuthorInfoPixel = 20.0f;
|
||||
|
@ -38,4 +39,8 @@ void GameLogoScence::OnRender() {
|
|||
Size{AuthorInfoPixel * strlen(AuthorInfo), AuthorInfoPixel}),
|
||||
Color{0.5, 0.5, 0.5, 1});
|
||||
}
|
||||
|
||||
if (duration > 4) {
|
||||
engine.ChangeScence(new SpaceScence);
|
||||
}
|
||||
}
|
||||
|
|
|
@ -29,7 +29,8 @@ void SpaceScence::OnInit() {
|
|||
gameCamera_.SetAnchor(GameWindowSize / 2);
|
||||
|
||||
SystemMgr.Clear();
|
||||
SystemMgr.AddUpdateSystem(new BulletCooldownSystem);
|
||||
SystemMgr.AddUpdateSystem(new WeaponCooldownSystem);
|
||||
SystemMgr.AddUpdateSystem(new MissileUpdateSystem);
|
||||
SystemMgr.AddUpdateSystem(new PhysicalSystem);
|
||||
SystemMgr.AddUpdateSystem(new ColliRectCorrectSystem);
|
||||
SystemMgr.AddUpdateSystem(new CollideSystem);
|
||||
|
@ -62,6 +63,12 @@ void SpaceScence::renderGUI() {
|
|||
}
|
||||
|
||||
renderMiniMap();
|
||||
if (PlayerSpaceship->Has<FreightShipCmpt>()) {
|
||||
renderWeapons(PlayerSpaceship->Get<FreightShipCmpt>()->weapon, nullptr);
|
||||
} else {
|
||||
auto fightShip = PlayerSpaceship->Get<FightShipCmpt>();
|
||||
renderWeapons(fightShip->weapon1, fightShip->weapon2);
|
||||
}
|
||||
}
|
||||
|
||||
void SpaceScence::renderMiniMap() {
|
||||
|
@ -90,6 +97,35 @@ void SpaceScence::renderMiniMap() {
|
|||
}
|
||||
}
|
||||
|
||||
void SpaceScence::renderWeapons(SpaceshipWeaponCmpt* weapon1, SpaceshipWeaponCmpt* weapon2) {
|
||||
Rect mapRect = {0, 0, 200, 100};
|
||||
mapRect.y = GameWindowSize.h - mapRect.h;
|
||||
mapRect.x = GameWindowSize.w - mapRect.w - 1;
|
||||
|
||||
Renderer::SetDrawColor(Color{0, 0, 0, 255});
|
||||
Renderer::FillRect(mapRect);
|
||||
Renderer::SetDrawColor(Color{255, 255, 255, 255});
|
||||
Renderer::DrawRect(mapRect);
|
||||
|
||||
Point offset = {10, 10};
|
||||
auto& font = engine.GetInnerBmpFont();
|
||||
|
||||
if (weapon1) {
|
||||
font.Render(weapon1->name,
|
||||
20,
|
||||
Point{mapRect.x, mapRect.y} + offset,
|
||||
Color{0, 200, 0, 255});
|
||||
offset.y += 20;
|
||||
}
|
||||
if (weapon2) {
|
||||
font.Render(weapon2->name,
|
||||
20,
|
||||
Point{mapRect.x, mapRect.y} + offset,
|
||||
Color{0, 50, 0, 255});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void SpaceScence::OnQuit() {
|
||||
|
||||
}
|
||||
|
|
|
@ -37,6 +37,38 @@ void PhysicalSystem::physicalStep(Entity* entity,
|
|||
motionCmpt.acceleration = Point{0, 0};
|
||||
}
|
||||
|
||||
void MissileUpdateSystem::Update(float dt) {
|
||||
for (auto& bullet : Bullets) {
|
||||
if (bullet->Get<BulletCmpt>()->type == BulletCmpt::Missile) {
|
||||
updateMissile(dt,
|
||||
*bullet->Use<BulletCmpt>(),
|
||||
*bullet->Use<MoveCmpt>(),
|
||||
*bullet->Use<MotionCmpt>());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void MissileUpdateSystem::updateMissile(float dt,
|
||||
BulletCmpt& bullet,
|
||||
MoveCmpt& move,
|
||||
MotionCmpt& motion) {
|
||||
if (bullet.target) {
|
||||
if (!bullet.target->IsAlive()) {
|
||||
bullet.target = nullptr;
|
||||
} else {
|
||||
Point v = bullet.target->Get<MoveCmpt>()->position - move.position;
|
||||
float cross = Cross(motion.speed, v);
|
||||
if (cross > 0) {
|
||||
bullet.rotation -= MissileRotateDegree * dt;
|
||||
} else {
|
||||
bullet.rotation += MissileRotateDegree * dt;
|
||||
}
|
||||
Point dir = Rotate(Point{0, -1}, -bullet.rotation);
|
||||
motion.speed = dir * Len(motion.speed);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ColliRectCorrectSystem::Update(float dt) {
|
||||
for (auto& entity: Entities) {
|
||||
if (entity->Has<CollisionCmpt, MoveCmpt>()) {
|
||||
|
@ -89,7 +121,8 @@ void CleanupSystem::Update(float dt) {
|
|||
if (entity->Has<LifeCmpt>() &&
|
||||
entity->Get<LifeCmpt>()->hp <= 0 ||
|
||||
entity->Has<MoveCmpt>() &&
|
||||
!IsPointInRect(MapGlobal2PlayerCoord(entity->Get<MoveCmpt>()->position), SpaceshipRefreshArea)) {
|
||||
!IsPointInRect(MapGlobal2PlayerCoord(entity->Get<MoveCmpt>()->position),
|
||||
SpaceshipRefreshArea)) {
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
|
@ -97,27 +130,44 @@ void CleanupSystem::Update(float dt) {
|
|||
}, destroyFunc);
|
||||
}
|
||||
|
||||
void BulletCooldownSystem::Update(float dt) {
|
||||
void WeaponCooldownSystem::Update(float dt) {
|
||||
for (auto& entity : Entities) {
|
||||
if (entity->Has<SpaceshipWeaponCmpt>()) {
|
||||
auto weapon = entity->Use<SpaceshipWeaponCmpt>();
|
||||
if (weapon->coolDown >= 0) {
|
||||
weapon->coolDown -= dt;
|
||||
}
|
||||
if (entity->Has<FreightShipCmpt>()) {
|
||||
auto weapon = entity->Use<FreightShipCmpt>()->weapon;
|
||||
coolDown(*weapon, dt);
|
||||
}
|
||||
if (entity->Has<FightShipCmpt>()) {
|
||||
auto fightShip = entity->Use<FightShipCmpt>();
|
||||
coolDown(*fightShip->weapon1, dt);
|
||||
coolDown(*fightShip->weapon2, dt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void WeaponCooldownSystem::coolDown(SpaceshipWeaponCmpt& weapon, float dt) {
|
||||
if (weapon.coolDown >= 0) {
|
||||
weapon.coolDown -= dt;
|
||||
}
|
||||
}
|
||||
|
||||
void RenderEntitySystem::Render() {
|
||||
for (auto& entity: Entities) {
|
||||
if (entity->Has<RenderCmpt>()) {
|
||||
renderEntity(entity, *entity->Get<RenderCmpt>());
|
||||
float rotation = 0;
|
||||
if (entity->Has<FightShipCmpt>()) {
|
||||
rotation = entity->Get<FightShipCmpt>()->degree;
|
||||
}
|
||||
renderEntity(entity, *entity->Get<RenderCmpt>(), rotation);
|
||||
renderCollideBox(entity);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for (auto& bullet: Bullets) {
|
||||
renderEntity(bullet, *bullet->Get<RenderCmpt>());
|
||||
float rotation = 0;
|
||||
if (bullet->Get<BulletCmpt>()->type == BulletCmpt::Missile) {
|
||||
rotation = bullet->Get<BulletCmpt>()->rotation;
|
||||
}
|
||||
renderEntity(bullet, *bullet->Get<RenderCmpt>(), rotation);
|
||||
renderCollideBox(bullet);
|
||||
}
|
||||
}
|
||||
|
@ -129,24 +179,20 @@ void RenderEntitySystem::renderCollideBox(Entity* entity) {
|
|||
}
|
||||
}
|
||||
|
||||
void RenderEntitySystem::renderEntity(Entity* entity, const RenderCmpt& renderCmpt) {
|
||||
void RenderEntitySystem::renderEntity(Entity* entity, const RenderCmpt& renderCmpt, float rotation) {
|
||||
if (entity->Has<MoveCmpt>()) {
|
||||
auto& pos = entity->Get<MoveCmpt>()->position;
|
||||
float degree = 0;
|
||||
if (entity->Has<FightShipCmpt>()) {
|
||||
degree = entity->Get<FightShipCmpt>()->degree;
|
||||
}
|
||||
if (renderCmpt.type == RenderCmpt::TypeTexture) {
|
||||
Renderer::DrawTexture(renderCmpt.texture,
|
||||
nullptr,
|
||||
pos,
|
||||
Size{0, 0},
|
||||
degree);
|
||||
rotation);
|
||||
} else {
|
||||
Renderer::DrawTile(renderCmpt.tile,
|
||||
pos,
|
||||
Size{0, 0},
|
||||
degree);
|
||||
rotation);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Reference in New Issue