.mesh={ .object_name="Bass guitar.object" },
.speed=12.0f, .turn_rate=4.71f },
bullet_setup{ .physical={ .body={ .mass=0.05f, .moment_of_inertia=0.04f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.2f }},
.mesh={ .object_name="Bass guitar.object" },
.speed=12.0f, .turn_rate=4.71f },
bullet_setup{ .physical={ .body={ .mass=0.05f, .moment_of_inertia=0.04f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.2f }},
body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));
if(controls->fire.was_pressed())
body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));
if(controls->fire.was_pressed())
void PlayerController::fire()
{
Game::Handle<Game::Transform> player_tf = player_ship->get_transform();
void PlayerController::fire()
{
Game::Handle<Game::Transform> player_tf = player_ship->get_transform();