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EnemyWave.cpp
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EnemyWave.cpp
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#include <boost/format.hpp>
#include "EnemyWave.h"
#include "Game.h"
#include "Random.h"
namespace typing
{
// Y coordinate for enemies that spawn at the top.
const float SPAWN_TOP_Y = 1400.0f;
// Min X coordinate for enemies that spawn at the top.
const float SPAWN_TOP_MIN_X = 100.0f;
// Max X coordinate for enemies that spawn at the top.
const float SPAWN_TOP_MAX_X = 1100.0f;
//////////////////////////////////////////////////////////////////////////
// BasicEnemyWave
//////////////////////////////////////////////////////////////////////////
void BasicEnemyWave::Start ()
{
const unsigned int ENEMIES_MIN = 2;
const unsigned int ENEMIES_MAX = 8;
const unsigned int ENEMIES_PER_LEVEL = 0;
const float SPEED_MIN = 100.0f;
const float SPEED_MAX = 200.0f;
const float SPEED_PER_LEVEL = 10.0f;
m_enemyCount =
std::min(ENEMIES_MAX,
ENEMIES_MIN + GAME.GetLevel() * ENEMIES_PER_LEVEL);
m_enemySpeed =
std::min(SPEED_MAX,
SPEED_MIN + GAME.GetLevel() * SPEED_PER_LEVEL);
m_nextSpawnTime = 0;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"Starting Basic Enemy Wave."
" Level %1%, %2% enemies, %3% speed")
% GAME.GetLevel() % m_enemyCount % m_enemySpeed));
}
void BasicEnemyWave::Spawn ()
{
const float SPAWN_GAP = 1.0f;
if (m_enemyCount > m_enemies.size() &&
m_nextSpawnTime <= GAME.GetTime()) {
float x = RAND.Range(SPAWN_TOP_MIN_X, SPAWN_TOP_MAX_X) *
(m_enemies.size() % 2 == 0 ? 1.0f : -1.0f);
BasicEnemyPtr enemy(
new BasicEnemy(GAME.GetPhrase(PhraseBook::PL_MEDIUM),
juzutil::Vector3(x, SPAWN_TOP_Y, 0.0f),
m_enemySpeed));
m_enemies.push_back(enemy);
GAME.AddEntity(enemy);
m_nextSpawnTime = GAME.GetTime() + SPAWN_GAP;
}
}
bool BasicEnemyWave::IsFinished () const
{
return (m_enemies.size() >= m_enemyCount &&
std::count_if(
m_enemies.begin(),
m_enemies.end(),
[](BasicEnemyPtr e) { return !e->Unlink(); }) == 0 );
}
//////////////////////////////////////////////////////////////////////////
// AccelEnemyWave
//////////////////////////////////////////////////////////////////////////
void AccelEnemyWave::Start ()
{
const unsigned int ENEMIES_MIN = 2;
const unsigned int ENEMIES_MAX = 8;
const unsigned int ENEMIES_PER_LEVEL = 0;
const float SPEED_MIN = 100.0f;
const float SPEED_MAX = 200.0f;
const float SPEED_PER_LEVEL = 10.0f;
m_enemyCount =
std::min(ENEMIES_MAX,
ENEMIES_MIN + GAME.GetLevel() * ENEMIES_PER_LEVEL);
m_enemySpeed =
std::min(SPEED_MAX,
SPEED_MIN + GAME.GetLevel() * SPEED_PER_LEVEL);
m_nextSpawnTime = 0;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"Starting Accel Enemy Wave."
" Level %1%, %2% enemies, %3% speed")
% GAME.GetLevel() % m_enemyCount % m_enemySpeed));
}
void AccelEnemyWave::Spawn ()
{
const float SPAWN_GAP = 1.0f;
if (m_enemyCount > m_enemies.size() &&
m_nextSpawnTime <= GAME.GetTime()) {
float x = RAND.Range(SPAWN_TOP_MIN_X, SPAWN_TOP_MAX_X) *
(m_enemies.size() % 2 == 0 ? 1.0f : -1.0f);
AccelEnemyPtr enemy(
new AccelEnemy(GAME.GetPhrase(PhraseBook::PL_LONG),
juzutil::Vector3(x, SPAWN_TOP_Y, 0.0f),
m_enemySpeed));
m_enemies.push_back(enemy);
GAME.AddEntity(enemy);
m_nextSpawnTime = GAME.GetTime() + SPAWN_GAP;
}
}
bool AccelEnemyWave::IsFinished () const
{
return (m_enemies.size() >= m_enemyCount &&
std::count_if(
m_enemies.begin(),
m_enemies.end(),
[](AccelEnemyPtr e) { return !e->Unlink(); }) == 0 );
}
//////////////////////////////////////////////////////////////////////////
// MissileEnemyWave
//////////////////////////////////////////////////////////////////////////
void MissileEnemyWave::Start()
{
const unsigned int ENEMIES_MIN = 2;
const unsigned int ENEMIES_MAX = 6;
const unsigned int ENEMIES_PER_LEVEL = 0;
m_enemyCount =
std::min(ENEMIES_MAX,
ENEMIES_MIN + GAME.GetLevel() * ENEMIES_PER_LEVEL);
m_nextSpawnTime = 0.0f;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"Starting Missile Enemy Wave. Level %1%, %2% enemies")
% GAME.GetLevel() % m_enemyCount));
}
void MissileEnemyWave::Spawn()
{
const float SPAWN_GAP = 1.5f;
const float SPAWN_Y_MIN = 900.0f;
const float SPAWN_Y_MAX = 500.0f;
if (m_enemyCount > m_enemies.size() &&
m_nextSpawnTime <= GAME.GetTime()) {
float x;
float y;
juzutil::Vector3 dir;
if (m_enemies.size() % 2 == 0) {
x = APP.GetScreenWidth();
dir.Set(-1.0f, 0.0f, 0.0f);
} else {
x = 0.0f;
dir.Set(1.0f, 0.0f, 0.0f);
}
y = RAND.Range(SPAWN_Y_MIN, SPAWN_Y_MAX);
// Determine where the edge of the screen is. There is definitely
// a better way of doing this, but we'll use a slightly hacky
// way using the functions already available in the Camera class:
// Project the y-coordinate of the spawn position to screen coords,
// then unproject this y-coordinate at the edge of the screen to
// find the world coords of the screen edge at that y-coordinate.
juzutil::Vector2 screenCoords =
GAME.GetCam().PerspectiveProject(
juzutil::Vector3(0.0f, y, 0.0f));
screenCoords[0] = x;
juzutil::Vector3 start =
GAME.GetCam().UnPerspectiveProject(screenCoords, 0.0f);
MissileEnemyPtr enemy(
new MissileEnemy(GAME.GetComboPhrase(2 + GAME.GetCycles(),
PhraseBook::PL_SHORT),
start,
dir));
m_enemies.push_back(enemy);
GAME.AddEntity(enemy);
m_nextSpawnTime = GAME.GetTime() + SPAWN_GAP;
}
}
bool MissileEnemyWave::IsFinished() const
{
return (m_enemies.size() >= m_enemyCount &&
std::count_if(
m_enemies.begin(),
m_enemies.end(),
[](MissileEnemyPtr e) { return !e->Unlink(); }) == 0 );
}
//////////////////////////////////////////////////////////////////////////
// BombEnemyWave
//////////////////////////////////////////////////////////////////////////
void BombEnemyWave::Start()
{
const unsigned int ENEMIES_MIN = 2;
const unsigned int ENEMIES_MAX = 6;
const unsigned int ENEMIES_PER_LEVEL = 0;
m_enemyCount =
std::min(ENEMIES_MAX,
ENEMIES_MIN + GAME.GetLevel() * ENEMIES_PER_LEVEL);
m_nextSpawnTime = 0.0f;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"Starting Bomb Enemy Wave. Level %1%, %2% enemies")
% GAME.GetLevel() % m_enemyCount));
}
void BombEnemyWave::Spawn()
{
const BBox SPAWN_AREA(juzutil::Vector2(-500.0f, -100.0f),
juzutil::Vector2(500.0f, 500.0f));
const float SPAWN_GAP = 1.0f;
if (m_enemyCount > m_enemies.size() &&
m_nextSpawnTime <= GAME.GetTime()) {
juzutil::Vector2 org(RAND.Range(SPAWN_AREA.GetMin().GetX(),
SPAWN_AREA.GetMax().GetX()),
RAND.Range(SPAWN_AREA.GetMin().GetY(),
SPAWN_AREA.GetMax().GetY()));
BombEnemyPtr bombEnemy(
new BombEnemy(GAME.GetPhrase(PhraseBook::PL_LONG),
juzutil::Vector3(org)));
m_enemies.push_back(bombEnemy);
GAME.AddEntity(bombEnemy);
m_nextSpawnTime = GAME.GetTime() + SPAWN_GAP;
}
}
bool BombEnemyWave::IsFinished() const
{
return (m_enemies.size() >= m_enemyCount &&
std::count_if(
m_enemies.begin(),
m_enemies.end(),
[](BombEnemyPtr e) { return !e->Unlink(); }) == 0 );
}
//////////////////////////////////////////////////////////////////////////
// SeekerEnemyWave
//////////////////////////////////////////////////////////////////////////
void SeekerEnemyWave::Start()
{
const unsigned int ENEMIES_MIN = 3;
const unsigned int ENEMIES_MAX = 12;
const unsigned int ENEMIES_PER_LEVEL = 0;
m_enemyCount =
std::min(ENEMIES_MAX,
ENEMIES_MIN + GAME.GetLevel() * ENEMIES_PER_LEVEL);
m_nextSpawnTime = 0.0f;
APP.Log(App::LOG_DEBUG,
boost::str(boost::format(
"Starting Missile Enemy Wave. Level %1%, %2% enemies")
% GAME.GetLevel() % m_enemyCount));
}
void SeekerEnemyWave::Spawn()
{
const float SPAWN_GAP = 1.0f;
if (m_enemyCount > m_enemies.size() &&
m_nextSpawnTime <= GAME.GetTime()) {
float x = RAND.Range(SPAWN_TOP_MIN_X, SPAWN_TOP_MAX_X) *
(m_enemies.size() % 2 == 0 ? 1.0f : -1.0f);
SeekerEnemyPtr enemy(
new SeekerEnemy(GAME.GetPhrase(PhraseBook::PL_LONG),
juzutil::Vector3(x, SPAWN_TOP_Y, 0.0f)));
m_enemies.push_back(enemy);
GAME.AddEntity(enemy);
m_nextSpawnTime = GAME.GetTime() + SPAWN_GAP;
}
}
bool SeekerEnemyWave::IsFinished() const
{
return (m_enemies.size() >= m_enemyCount &&
std::count_if(
m_enemies.begin(),
m_enemies.end(),
[](SeekerEnemyPtr e) { return !e->Unlink(); }) == 0 );
}
}