]> git.tdb.fi Git - libs/game.git/blobdiff - examples/bassteroids/source/gamecontroller.cpp
Simulate friction in collisions
[libs/game.git] / examples / bassteroids / source / gamecontroller.cpp
index f32f04b3716908fffec8438537ab2bcf275d4269..b5640330310ad111f01f70d4b7aafba260a305fe 100644 (file)
@@ -8,7 +8,8 @@ using namespace Msp;
 
 GameController::GameController(Game::Stage &s):
        System(s),
-       asteroid_setup{ .mesh = { .object_name = "Asteroid 1.object" }}
+       asteroid_setup{ .physical={ .body={ .mass=200, .moment_of_inertia=2160 }, .collider={ .type=ColliderType::CIRCLE, .radius=3.0f } },
+               .mesh={ .object_name="Asteroid 1.object" }}
 { }
 
 void GameController::tick(Time::TimeDelta)
@@ -18,10 +19,14 @@ void GameController::tick(Time::TimeDelta)
        case LEVEL_START:
                defer([this]{
                        uniform_real_distribution<float> sdist(-1, 1);
+                       uniform_real_distribution<float> udist(0, 1);
                        for(unsigned i=0; i<level+2; ++i)
                        {
                                asteroids.emplace_back(stage.get_root(), asteroid_setup);
                                asteroids.back()->get_transform()->set_position({ sdist(rng)*32, sdist(rng)*18, 0.0f });
+                               Geometry::Angle<float> angle = Geometry::Angle<float>::from_turns(udist(rng));
+                               float speed = udist(rng)*7;
+                               asteroids.back()->get_body()->set_velocity({ cos(angle)*speed, sin(angle)*speed });
                        }
                        state = PLAYING;
                });