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Refactor lighthouse #4

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Jun 22, 2025
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22 changes: 13 additions & 9 deletions src/enemy.cpp
Original file line number Diff line number Diff line change
@@ -1,27 +1,31 @@
#include <enemy.hpp>
#include <algorithm>
#include <iostream>
#include <numbers>
#include "glm/ext/vector_float2.hpp"
#include "glm/geometric.hpp"
#include "kvf/color.hpp"
#include "util/random.hpp"

namespace miracle {
Enemy::Enemy(gsl::not_null<le::ServiceLocator const*> services, glm::vec2 target_pos) : m_services(services), m_target_pos(target_pos) {
Enemy::Enemy(gsl::not_null<le::ServiceLocator const*> services, glm::vec2 target_pos, float move_speed)
: m_services(services), m_target_pos(target_pos), m_move_speed(move_speed) {
m_sprite.create(50.0f, kvf::red_v);
auto const framebuffer_size = m_services->get<le::Context>().framebuffer_size();
std::cout << framebuffer_size.x;
m_sprite.transform.position = generate_spawn_pos(framebuffer_size);
// TODO: add proper textures
}

void Enemy::render(le::Renderer& renderer) const { m_sprite.draw(renderer); }

void move() {}
void Enemy::move(kvf::Seconds const dt) {
glm::vec2 direction = glm::normalize(m_target_pos - m_sprite.transform.position);
glm::vec2 movement = direction * m_move_speed * dt.count();
m_sprite.transform.position += movement;
}

glm::vec2 Enemy::generate_spawn_pos(glm::vec2 screen_size) {
float radius = std::min(screen_size.x, screen_size.y) / 2.0f;
// this is temporary and will be replaced with a more robust random number generator
float angle = rand() / RAND_MAX * 2.0f * M_PI;
glm::vec2 Enemy::generate_spawn_pos(glm::vec2 screen_size) {
float radius = std::max(screen_size.x, screen_size.y) / 2.0f;
float angle = util::random_range(0.0f, 2.0f * std::numbers::pi_v<float>);
return {radius * std::cos(angle), radius * std::sin(angle)};
}

} // namespace miracle
7 changes: 4 additions & 3 deletions src/enemy.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -13,17 +13,18 @@
namespace miracle {
class Enemy {
public:
explicit Enemy(gsl::not_null<le::ServiceLocator const*> services, glm::vec2 target_pos);
explicit Enemy(gsl::not_null<le::ServiceLocator const*> services, glm::vec2 target_pos, float move_speed);

void render(le::Renderer& renderer) const;
void move();
void move(kvf::Seconds dt);

private:
glm::vec2 generate_spawn_pos(glm::vec2 screen_size);
static glm::vec2 generate_spawn_pos(glm::vec2 screen_size);

gsl::not_null<le::ServiceLocator const*> m_services;
std::optional<le::Texture> m_texture;
le::drawable::Circle m_sprite{};
glm::vec2 m_target_pos;
float m_move_speed;
};
} // namespace miracle
4 changes: 3 additions & 1 deletion src/game.cpp
Original file line number Diff line number Diff line change
@@ -1,10 +1,11 @@
#include <game.hpp>
#include <glm/gtx/norm.hpp>
#include <le2d/context.hpp>
#include "glm/ext/vector_float2.hpp"
#include "lighhouse.hpp"

namespace miracle {
Game::Game(gsl::not_null<le::ServiceLocator const*> services) : m_services(services), m_lighthouse(services), m_enemy(services, {0, 0}) {
Game::Game(gsl::not_null<le::ServiceLocator const*> services) : m_services(services), m_lighthouse(services), m_enemy(services, glm::vec2{0.0f, 0.0f}, 50.0f) {
m_circle.create(70.0f);
}

Expand All @@ -16,6 +17,7 @@ void Game::on_cursor_pos(le::event::CursorPos const& cursor_pos) {
void Game::tick([[maybe_unused]] kvf::Seconds const dt) {
m_circle.transform.position = m_cursor_pos;
m_lighthouse.rotate_towards_cursor(m_cursor_pos);
m_enemy.move(dt);
}

void Game::render(le::Renderer& renderer) const {
Expand Down