1 #include "playercontroller.h"
2 #include <msp/game/root.h>
3 #include <msp/game/stage.h>
9 PlayerController::PlayerController(Game::Stage &s):
11 player_setup{ .physical={ .body={ .mass=1, .moment_of_inertia=0.8f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.8f }},
12 .mesh={ .object_name="Bass guitar.object" },
13 .speed=12.0f, .turn_rate=4.71f },
14 bullet_setup{ .physical={ .body={ .mass=0.05f, .moment_of_inertia=0.04f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.2f }},
15 .hittable={ .damaging=true, .hits={ .max_hits=1 }, .damage={ .amount=1, .type=0 }},
16 .mesh={ .object_name="Quaver.object" }}
18 declare_dependency<Game::Transform>(READ_OLD);
19 declare_dependency<RigidBody>(UPDATE);
22 void PlayerController::set_controls(Controls *c)
26 player_ship = Game::Owned<Ship>(stage.get_root(), player_setup);
29 void PlayerController::tick(Time::TimeDelta dt)
34 float dt_secs = dt/Time::sec;
36 const Ship::Setup &setup = player_ship->get_setup();
37 float thrust = setup.speed*setup.speed;
38 float torque = setup.turn_rate*setup.turn_rate;
40 Game::Handle<Game::Transform> transform = player_ship->get_transform();
41 LinAl::Vector<float, 2> fwd_dir = normalize(transform->get_world_matrix().column(0).slice<2>(0));
42 Game::Handle<RigidBody> body = player_ship->get_body();
44 body->add_force(fwd_dir*(controls->forward.get_value()*thrust));
45 const LinAl::Vector<float, 2> &velocity = body->get_velocity();
46 float speed = velocity.norm();
48 body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs));
50 body->add_torque(controls->turn_left.get_value()*torque);
51 Geometry::Angle<float> angular_vel = body->get_angular_velocity();
52 Geometry::Angle<float> angular_speed = abs(angular_vel);
53 if(abs(angular_speed.radians())>1e-5)
54 body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));
56 if(controls->fire.was_pressed())
57 defer([this]{ fire(); });
59 controls->reset_edges();
62 void PlayerController::deferred_tick()
64 System::deferred_tick();
65 erase_if(bullets, [](Game::Handle<Bullet> b){ return !b->get_hitpoints()->is_alive(); });
68 void PlayerController::fire()
70 Game::Handle<Game::Transform> player_tf = player_ship->get_transform();
71 Game::Handle<RigidBody> player_body = player_ship->get_body();
73 Game::TransformValues tv;
74 tv.position = (player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0);
75 tv.rotation = player_tf->get_rotation()*Geometry::Quaternion<float>::rotation(Geometry::Angle<float>::from_degrees(10), LinAl::Vector<float, 3>(0.0f, 0.0f, 1.0f));
76 bullets.emplace_back(stage.get_root(), bullet_setup, tv);
77 Game::Handle<Bullet> bullet = bullets.back();
78 Game::Handle<RigidBody> bullet_body = bullet->get_body();
79 bullet_body->set_velocity(player_body->get_velocity()+(player_tf->get_world_matrix()*LinAl::Vector<float, 4>(20.0f, 0.0f, 0.0f, 0.0f)).slice<2>(0));