[Updated] Enemies now track player movement, and the gun rotates appropriately

This commit is contained in:
Ninjaws
2024-12-18 21:57:36 +01:00
parent d740e1a167
commit c0bfe9bd13
8 changed files with 165 additions and 18 deletions
+60 -10
View File
@@ -2,6 +2,7 @@
#include "services/PlayerService.h"
#include "services/MapService.h"
#include "services/BulletService.h"
#include <cmath>
void Enemy::logic()
{
@@ -74,10 +75,10 @@ std::vector<Vector2i> Enemy::getCorners()
int tileSize = MapService::getInstance().getMap().getTileSize();
// Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
// Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i leftCenter = Vector2i((int)left / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i leftCenter = Vector2i((int)(left -(spriteAnimation.y == Left ? gunLeft.getSize().x*(2.0f/3.0f) : 0.0f)) / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
// Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
// Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightCenter = Vector2i((int)right / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i rightCenter = Vector2i((int)(right+ (spriteAnimation.y == Right ? gunRight.getSize().x*(2.0f/3.0f) : 0.0f)) / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
@@ -158,15 +159,29 @@ void Enemy::detectPlayer()
if (this->health > 0)
{
bool spotted = false;
Vector2 playerCenter = {player.getTexture().getPosition().x + player.getTexture().getSize().x / 2.0f, player.getTexture().getPosition().y + player.getTexture().getSize().y / 2.0f};
Vector2 enemyCenter = {texture.getPosition().x + texture.getSize().x / 2.0f, texture.getPosition().y + texture.getSize().y / 2.0f};
if (this->spriteAnimation.y == Left && this->texture.getPosition().x - player.getTexture().getPosition().x <= spottingRange &&
this->texture.getPosition().x - player.getTexture().getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
{
spotted = true;
float gunRotationLeft = atan2(playerCenter.y - enemyCenter.y,
enemyCenter.x - playerCenter.x);
float target = -gunRotationLeft * 180 / M_PI;
// float delta = target - this->gunLeft.getRotation();
// float sign = std::copysign(1.0f, delta);
this->gunLeft.setRotation(std::min(this->gunLeft.getRotation() + aimSpeed, target));
}
else if (spriteAnimation.y == Right && player.getTexture().getPosition().x - this->texture.getPosition().x <= spottingRange &&
player.getTexture().getPosition().x - this->texture.getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
{
spotted = true;
float gunRotationRight = atan2(playerCenter.y - enemyCenter.y,
playerCenter.x - enemyCenter.x);
float target = gunRotationRight * 180 / M_PI;
// this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
this->gunRight.setRotation(std::max(this->gunRight.getRotation() - aimSpeed, target));
}
/** Don't set it again if the detection continues */
@@ -179,6 +194,9 @@ void Enemy::detectPlayer()
else if (!spotted)
{
this->playerSpotted = false;
/** Slowly ease the gun back to default position */
this->gunLeft.setRotation(std::max(this->gunLeft.getRotation() - aimSpeed/2.0f, 0.0f));
this->gunRight.setRotation(std::min(this->gunRight.getRotation() + aimSpeed/2.0f, 0.0f));
}
}
}
@@ -189,25 +207,57 @@ void Enemy::shoot()
/** Stop shooting if the player is dead (and falling out of the map) */
if (player.getHealth() > 0 && playerSpotted && GetTime() - this->lastShot >= (1 / this->shotsPerSecond))
{
this->lastShot = GetTime();
// Play shooting sound
AssetService::getInstance().playSound(ESound::SHOOT);
if ((player.getTexture().getPosition().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right) ||
(player.getTexture().getPosition().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left))
{
float offsetDistance = this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3;
Vector2 playerCenter = {player.getTexture().getPosition().x + player.getTexture().getSize().x / 2.0f, player.getTexture().getPosition().y + player.getTexture().getSize().y / 2.0f};
Vector2 enemyCenter = {texture.getPosition().x + texture.getSize().x / 2.0f, texture.getPosition().y + texture.getSize().y / 2.0f};
float angleShot = atan2(player.getTexture().getPosition().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
player.getTexture().getPosition().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
// if (spriteAnimation.y == Left)
// {
/** Making the bullet originate from the gun's mouth */
float offsetDistance = this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3;
float angleShot = atan2(playerCenter.y - enemyCenter.y,
playerCenter.x - enemyCenter.x);
// float gunRotationRadians = this->gunLeft.getRotation() * (M_PI / 180.0f); // Convert degrees to radians
float offsetX = cos(angleShot) * offsetDistance;
float offsetY = sin(angleShot) * offsetDistance;
Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
BulletService::getInstance().addEnemyBullet(bulletStartLocation, angleShot);
}
// }
// if ((player.getTexture().getPosition().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right) ||
// (player.getTexture().getPosition().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left))
// {
// // float gunRotationRight = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
// // GameService::getInstance().getMouseWorldPos().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
// // this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
// float angleShot = atan2(player.getTexture().getPosition().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
// player.getTexture().getPosition().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
// // this->gunRight.setRotation(angleShot * 180 / M_PI);
// // this->gunLeft.setRotation(-angleShot * 180 / M_PI);
// /** Making the bullet originate from the gun's mouth */
// float offsetDistance = this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3;
// float offsetX = cos(angleShot) * offsetDistance;
// float offsetY = sin(angleShot) * offsetDistance;
// Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
// this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
// // BulletService::getInstance().addEnemyBullet(bulletStartLocation, angleShot);
// }
// else
// {
// // this->gunRight.setRotation(0);
// // this->gunLeft.setRotation(0);
// }
}
}
+17 -2
View File
@@ -6,9 +6,16 @@
MainScreen::MainScreen()
{
#if defined(PLATFORM_WEB)
const int TOP_GAP = 100;
const int BOTTOM_GAP = 100;
const int AMNT_OF_BUTTONS = 2;
#else
const int TOP_GAP = 100;
const int BOTTOM_GAP = 50;
const int AMNT_OF_BUTTONS = 4;
#endif
const int TOTAL_SPACE = GetScreenHeight() - (TOP_GAP + BOTTOM_GAP);
const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
@@ -18,13 +25,22 @@ MainScreen::MainScreen()
buttons.push_back(txt);
}
buttons[0].setColor(RED);
#if defined(PLATFORM_WEB)
buttons[1].setText("tutorial");
#else
buttons[1].setText("load game");
buttons[2].setText("tutorial");
buttons[3].setText("quit");
#endif
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
#if defined(PLATFORM_WEB)
buttons[i].setPosition({(float)(GetScreenWidth() - buttons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i + SPACE_PER_ITEM / 2.0f});
#else
buttons[i].setPosition({(float)(GetScreenWidth() - buttons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i});
#endif
}
/** Will be ignored if already active (like when coming from the TitleScreen) */
@@ -45,7 +61,6 @@ void MainScreen::logic()
clickLogic();
}
void MainScreen::mouseLogic()
{
for (int i = 0; i < buttons.size(); i++)
@@ -78,7 +93,7 @@ void MainScreen::keyboardLogic()
{
buttons[hoveredButton].setColor(WHITE);
/** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */
hoveredButton = ((hoveredButton - (InputService::getInstance().isKeyPressed(KEY_S) ? -1 : 1)) + 4) % 4;
hoveredButton = ((hoveredButton - (InputService::getInstance().isKeyPressed(KEY_S) ? -1 : 1)) + buttons.size()) % buttons.size();
buttons[hoveredButton].setColor(RED);
}
}