X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=examples%2Fbassteroids%2Fsource%2Fplayercontroller.cpp;h=b90992ed6239b191645476f48414e63ec7785b3e;hb=bfbcfa2678c70d661cb9104b2ef677d7d7b5a637;hp=606f34ea69ea7eb4fe70478f9c6880d8eb0d12c7;hpb=29a7706d2969a4d50e76d9ffb89aac11e0b34e0b;p=libs%2Fgame.git diff --git a/examples/bassteroids/source/playercontroller.cpp b/examples/bassteroids/source/playercontroller.cpp index 606f34e..b90992e 100644 --- a/examples/bassteroids/source/playercontroller.cpp +++ b/examples/bassteroids/source/playercontroller.cpp @@ -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(READ_OLD); + declare_dependency(UPDATE); +} void PlayerController::set_controls(Controls *c) { @@ -38,10 +44,37 @@ void PlayerController::tick(Time::TimeDelta dt) body->add_force(fwd_dir*(controls->forward.get_value()*thrust)); const LinAl::Vector &velocity = body->get_velocity(); float speed = velocity.norm(); - body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs)); + if(speed>1e-5) + body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs)); body->add_torque(controls->turn_left.get_value()*torque); Geometry::Angle angular_vel = body->get_angular_velocity(); Geometry::Angle angular_speed = abs(angular_vel); - body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs)); + 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 b){ return !b->get_hitpoints()->is_alive(); }); +} + +void PlayerController::fire() +{ + Game::Handle player_tf = player_ship->get_transform(); + Game::Handle player_body = player_ship->get_body(); + + Game::TransformValues tv; + tv.position = (player_tf->get_world_matrix()*LinAl::Vector(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0); + tv.rotation = player_tf->get_rotation()*Geometry::Quaternion::rotation(Geometry::Angle::from_degrees(10), LinAl::Vector(0.0f, 0.0f, 1.0f)); + bullets.emplace_back(stage.get_root(), bullet_setup, tv); + Game::Handle bullet = bullets.back(); + Game::Handle bullet_body = bullet->get_body(); + bullet_body->set_velocity(player_body->get_velocity()+(player_tf->get_world_matrix()*LinAl::Vector(20.0f, 0.0f, 0.0f, 0.0f)).slice<2>(0)); }