.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 }},
+ .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)
{
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())
- fire();
+ 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();
- bullets.emplace_back(stage.get_root(), bullet_setup);
+ 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<Game::Transform> bullet_tf = bullet->get_transform();
- bullet_tf->set_position((player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0));
- bullet_tf->set_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)));
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));
}