give enemies hp
This commit is contained in:
34
main.cpp
34
main.cpp
@@ -90,32 +90,33 @@ struct EnemySpawner final : Spawner<Enemy, 100> {
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const auto starting_y = Rng::generate(static_cast<int>(viewport.level_top),
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const auto starting_y = Rng::generate(static_cast<int>(viewport.level_top),
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static_cast<int>(viewport.level_bottom));
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static_cast<int>(viewport.level_bottom));
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for (auto &[center, radius, speed, alive]: this->values) {
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for (auto &enemy: this->values) {
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if (alive) continue;
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if (enemy.alive()) continue;
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alive = true;
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enemy.radius = enemy_radius;
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radius = enemy_radius;
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auto hp = Rng::generate(1, 4);
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enemy.hp = static_cast<uint32_t>(hp);
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if (num < 0.25) {
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if (num < 0.25) {
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center = {.x = starting_x, .y = viewport.level_top};
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enemy.center = {.x = starting_x, .y = viewport.level_top};
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} else if (0.25 <= num && num < 0.5) {
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} else if (0.25 <= num && num < 0.5) {
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center = {
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enemy.center = {
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.x = starting_x, .y = viewport.level_bottom
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.x = starting_x, .y = viewport.level_bottom
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};
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};
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} else if (0.5 <= num && num < 0.75) {
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} else if (0.5 <= num && num < 0.75) {
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center = {.x = viewport.level_left, .y = starting_y};
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enemy.center = {.x = viewport.level_left, .y = starting_y};
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} else {
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} else {
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center = {
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enemy.center = {
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.x = viewport.level_right, .y = starting_y
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.x = viewport.level_right, .y = starting_y
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};
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};
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}
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}
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speed = Rng::generate(static_cast<uint32_t>(enemy_max_speed));
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enemy.speed = Rng::generate(static_cast<uint32_t>(enemy_max_speed));
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break;
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break;
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}
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}
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}
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}
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};
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};
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EnemySpawner enemy_spawner{2};
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EnemySpawner enemy_spawner{1};
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struct ItemSpawner final : Spawner<Item, 100> {
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struct ItemSpawner final : Spawner<Item, 100> {
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explicit ItemSpawner(const long long rate_secs) : Spawner<Item, 100>(rate_secs) {
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explicit ItemSpawner(const long long rate_secs) : Spawner<Item, 100>(rate_secs) {
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@@ -164,10 +165,9 @@ void update_tears() {
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}
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}
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enemy_spawner.for_each([¢er, &active](auto &enemy) {
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enemy_spawner.for_each([¢er, &active](auto &enemy) {
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if (enemy.alive && CheckCollisionCircles(center, player.tear_radius, enemy.center, enemy.radius)) {
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if (enemy.alive() && CheckCollisionCircles(center, player.tear_radius, enemy.center, enemy.radius)) {
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active = false;
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active = false;
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enemy.alive = false;
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if (--enemy.hp == 0) score++;
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score++;
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}
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}
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});
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});
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@@ -266,13 +266,15 @@ int main() {
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}
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}
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enemy_spawner.for_each([now](Enemy &enemy) {
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enemy_spawner.for_each([now](Enemy &enemy) {
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if (enemy.alive) {
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if (enemy.alive()) {
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enemy.center = Vector2MoveTowards(enemy.center, player.center(), enemy.speed);
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enemy.center = Vector2MoveTowards(enemy.center, player.center(), enemy.speed);
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DrawCircleV(enemy.center, enemy.radius, RED);
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const Color enemy_color = enemy.hp == 1 ? PINK : enemy.hp == 2 ? ORANGE : RED;
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DrawCircleV(enemy.center, enemy.radius, enemy_color);
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if (enemy.center.x < viewport.level_left || viewport.level_right < enemy.center.x ||
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if (enemy.center.x < viewport.level_left || viewport.level_right < enemy.center.x ||
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enemy.center.y < viewport.level_top || viewport.level_bottom < enemy.center.y) {
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enemy.center.y < viewport.level_top || viewport.level_bottom < enemy.center.y) {
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enemy.alive = false;
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// Basically removing the enemy from the pool;
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enemy.hp = 0;
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}
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}
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if (CheckCollisionCircleRec(enemy.center, enemy.radius, player.rect) &&
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if (CheckCollisionCircleRec(enemy.center, enemy.radius, player.rect) &&
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2
rng.cpp
2
rng.cpp
@@ -13,5 +13,5 @@ float Rng::generate(const uint32_t max) {
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}
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}
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float Rng::generate(const int min, const int max) {
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float Rng::generate(const int min, const int max) {
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return generate() * (static_cast<float>(max) - static_cast<float>(min)) + static_cast<float>(min);
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return generate(max - min) + static_cast<float>(min);
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}
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}
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