X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=examples%2Fbassteroids%2Fsource%2Fplayercontroller.cpp;h=b90992ed6239b191645476f48414e63ec7785b3e;hb=bfbcfa2678c70d661cb9104b2ef677d7d7b5a637;hp=65a879d2447727277ce4da16c4b4e1f822f57aef;hpb=683858c0265e820d57bb5a1f7f21ab72b232a79d;p=libs%2Fgame.git diff --git a/examples/bassteroids/source/playercontroller.cpp b/examples/bassteroids/source/playercontroller.cpp index 65a879d..b90992e 100644 --- a/examples/bassteroids/source/playercontroller.cpp +++ b/examples/bassteroids/source/playercontroller.cpp @@ -12,8 +12,12 @@ PlayerController::PlayerController(Game::Stage &s): .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(READ_OLD); + declare_dependency(UPDATE); +} void PlayerController::set_controls(Controls *c) { @@ -50,21 +54,27 @@ void PlayerController::tick(Time::TimeDelta dt) 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 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(); - bullets.emplace_back(stage.get_root(), bullet_setup); + 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_tf = bullet->get_transform(); - bullet_tf->set_position((player_tf->get_world_matrix()*LinAl::Vector(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0)); - bullet_tf->set_rotation(player_tf->get_rotation()*Geometry::Quaternion::rotation(Geometry::Angle::from_degrees(10), LinAl::Vector(0.0f, 0.0f, 1.0f))); 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)); }