]> git.tdb.fi Git - libs/game.git/blobdiff - examples/bassteroids/source/playercontroller.cpp
Convert components to buffered where appropriate
[libs/game.git] / examples / bassteroids / source / playercontroller.cpp
index cd7e72ad3a53f191a36b23921466d1834dbd985f..b90992ed6239b191645476f48414e63ec7785b3e 100644 (file)
@@ -10,8 +10,14 @@ PlayerController::PlayerController(Game::Stage &s):
        System(s),
        player_setup{ .physical={ .body={ .mass=1, .moment_of_inertia=0.8f }, .collider={ .type=ColliderType::CIRCLE, .radius=0.8f }},
                .mesh={ .object_name="Bass guitar.object" },
-               .speed=12.0f, .turn_rate=4.71f }
-{ }
+               .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 }},
+               .hittable={ .damaging=true, .hits={ .max_hits=1 }, .damage={ .amount=1, .type=0 }},
+               .mesh={ .object_name="Quaver.object" }}
+{
+       declare_dependency<Game::Transform>(READ_OLD);
+       declare_dependency<RigidBody>(UPDATE);
+}
 
 void PlayerController::set_controls(Controls *c)
 {
@@ -46,4 +52,29 @@ void PlayerController::tick(Time::TimeDelta dt)
        Geometry::Angle<float> angular_speed = abs(angular_vel);
        if(abs(angular_speed.radians())>1e-5)
                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())
+               defer([this]{ fire(); });
+
+       controls->reset_edges();
+}
+
+void PlayerController::deferred_tick()
+{
+       System::deferred_tick();
+       erase_if(bullets, [](Game::Handle<Bullet> b){ return !b->get_hitpoints()->is_alive(); });
+}
+
+void PlayerController::fire()
+{
+       Game::Handle<Game::Transform> player_tf = player_ship->get_transform();
+       Game::Handle<RigidBody> player_body = player_ship->get_body();
+
+       Game::TransformValues tv;
+       tv.position = (player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0);
+       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));
+       bullets.emplace_back(stage.get_root(), bullet_setup, tv);
+       Game::Handle<Bullet> bullet = bullets.back();
+       Game::Handle<RigidBody> bullet_body = bullet->get_body();
+       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));
 }