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1 | 1 | import "ecs" |
2 | 2 | import "string" |
| 3 | +import "math" |
| 4 | +import "random" |
| 5 | +import "texture" |
| 6 | +import "algorithm" |
3 | 7 |
|
4 | 8 | // This script is called when a Bullet and an Asteroid collide |
5 | | -// ent1 and ent2 are automatically provided by the collision system |
| 9 | +// Need to detect which entity is which since order can vary |
6 | 10 |
|
7 | | -// Log the collision |
8 | | -logInfo("Collision! Bullet " + toString(ent1.__entityId) + " hit asteroid " + toString(ent2.__entityId)) |
| 11 | +// Detect which entity is the bullet and which is the asteroid |
| 12 | +var bullet = 0 |
| 13 | +var asteroid = 0 |
9 | 14 |
|
10 | | -// Remove both entities |
11 | | -removeEntity(ent1.__entityId) |
12 | | -removeEntity(ent2.__entityId) |
| 15 | +if (contain(ent1, "Bullet")) |
| 16 | +{ |
| 17 | + bullet = ent1 |
| 18 | + asteroid = ent2 |
| 19 | +} |
| 20 | +else |
| 21 | +{ |
| 22 | + bullet = ent2 |
| 23 | + asteroid = ent1 |
| 24 | +} |
13 | 25 |
|
14 | | -logInfo("Both entities destroyed") |
| 26 | +logInfo("Collision! Bullet " + toString(bullet.__entityId) + " hit asteroid " + toString(asteroid.__entityId)) |
| 27 | + |
| 28 | +// Always remove the bullet |
| 29 | +removeEntity(bullet.__entityId) |
| 30 | + |
| 31 | +// Get asteroid data |
| 32 | +var asteroidData = asteroid["Asteroid"] |
| 33 | +var currentHealth = asteroidData.health |
| 34 | +var asteroidType = asteroidData.type |
| 35 | + |
| 36 | +logInfo("Asteroid type: " + asteroidType + ", Health before hit: " + toString(currentHealth)) |
| 37 | + |
| 38 | +// Reduce health by 1 |
| 39 | +currentHealth = currentHealth - 1 |
| 40 | + |
| 41 | +if (currentHealth <= 0) |
| 42 | +{ |
| 43 | + logInfo("Asteroid health depleted") |
| 44 | + |
| 45 | + debugTable(asteroid) |
| 46 | + |
| 47 | + var pos = asteroid["PositionComponent"] |
| 48 | + var asteroidX = pos.x |
| 49 | + var asteroidY = pos.y |
| 50 | + var parentVX = asteroidData.vx |
| 51 | + var parentVY = asteroidData.vy |
| 52 | + |
| 53 | + // Remove the destroyed asteroid |
| 54 | + removeEntity(asteroid.__entityId) |
| 55 | + |
| 56 | + // Asteroid is destroyed - spawn smaller asteroids if applicable |
| 57 | + logInfo("Asteroid destroyed!") |
| 58 | + |
| 59 | + // Spawn 2 smaller asteroids if this was big or medium |
| 60 | + if (asteroidType == "big") |
| 61 | + { |
| 62 | + logInfo("Big asteroid destroyed - spawning 2 medium asteroids") |
| 63 | + |
| 64 | + // Spawn first medium asteroid |
| 65 | + var angle1 = randomRange(0, 6.28) |
| 66 | + var speed1 = randomRange(60, 120) |
| 67 | + var vx1 = cos(angle1) * speed1 |
| 68 | + var vy1 = sin(angle1) * speed1 |
| 69 | + var rotSpeed1 = randomRange(-2, 2) |
| 70 | + |
| 71 | + var medium1 = createTexture("Ghost", 40, 40) |
| 72 | + medium1["PositionComponent"].setX(asteroidX) |
| 73 | + medium1["PositionComponent"].setY(asteroidY) |
| 74 | + medium1.attachComp("Asteroid", "size", 40, "vx", vx1, "vy", vy1, "rotSpeed", rotSpeed1, "health", 2, "maxHealth", 2, "type", "medium") |
| 75 | + medium1.attachComp("Collision") |
| 76 | + |
| 77 | + // Spawn second medium asteroid (opposite direction) |
| 78 | + var angle2 = angle1 + 3.14 + randomRange(-0.5, 0.5) |
| 79 | + var speed2 = randomRange(60, 120) |
| 80 | + var vx2 = cos(angle2) * speed2 |
| 81 | + var vy2 = sin(angle2) * speed2 |
| 82 | + var rotSpeed2 = randomRange(-2, 2) |
| 83 | + |
| 84 | + var medium2 = createTexture("Ghost", 40, 40) |
| 85 | + medium2["PositionComponent"].setX(asteroidX) |
| 86 | + medium2["PositionComponent"].setY(asteroidY) |
| 87 | + medium2.attachComp("Asteroid", "size", 40, "vx", vx2, "vy", vy2, "rotSpeed", rotSpeed2, "health", 2, "maxHealth", 2, "type", "medium") |
| 88 | + medium2.attachComp("Collision") |
| 89 | + } |
| 90 | + else if (asteroidType == "medium") |
| 91 | + { |
| 92 | + logInfo("Medium asteroid destroyed - spawning 2 small asteroids") |
| 93 | + |
| 94 | + // Spawn first small asteroid |
| 95 | + var angle1 = randomRange(0, 6.28) |
| 96 | + var speed1 = randomRange(80, 150) |
| 97 | + var vx1 = cos(angle1) * speed1 |
| 98 | + var vy1 = sin(angle1) * speed1 |
| 99 | + var rotSpeed1 = randomRange(-2, 2) |
| 100 | + |
| 101 | + var small1 = createTexture("Ghost", 20, 20) |
| 102 | + small1["PositionComponent"].setX(asteroidX) |
| 103 | + small1["PositionComponent"].setY(asteroidY) |
| 104 | + small1.attachComp("Asteroid", "size", 20, "vx", vx1, "vy", vy1, "rotSpeed", rotSpeed1, "health", 1, "maxHealth", 1, "type", "small") |
| 105 | + small1.attachComp("Collision") |
| 106 | + |
| 107 | + // Spawn second small asteroid (opposite direction) |
| 108 | + var angle2 = angle1 + 3.14 + randomRange(-0.5, 0.5) |
| 109 | + var speed2 = randomRange(80, 150) |
| 110 | + var vx2 = cos(angle2) * speed2 |
| 111 | + var vy2 = sin(angle2) * speed2 |
| 112 | + var rotSpeed2 = randomRange(-2, 2) |
| 113 | + |
| 114 | + var small2 = createTexture("Ghost", 20, 20) |
| 115 | + small2["PositionComponent"].setX(asteroidX) |
| 116 | + small2["PositionComponent"].setY(asteroidY) |
| 117 | + small2.attachComp("Asteroid", "size", 20, "vx", vx2, "vy", vy2, "rotSpeed", rotSpeed2, "health", 1, "maxHealth", 1, "type", "small") |
| 118 | + small2.attachComp("Collision") |
| 119 | + } |
| 120 | + else |
| 121 | + { |
| 122 | + logInfo("Small asteroid destroyed - no fragments") |
| 123 | + } |
| 124 | +} |
| 125 | +else |
| 126 | +{ |
| 127 | + // Asteroid still has health - just update the health value |
| 128 | + logInfo("Asteroid damaged! Remaining health: " + toString(currentHealth)) |
| 129 | + asteroidData.setHealth(currentHealth) |
| 130 | +} |
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