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Add playfield boundaries to Bassteroids
[libs/game.git] / examples / bassteroids / source / gamecontroller.cpp
1 #include "gamecontroller.h"
2 #include <stdexcept>
3 #include <msp/game/root.h>
4 #include <msp/game/transform.h>
5
6 using namespace std;
7 using namespace Msp;
8
9 GameController::GameController(Game::Stage &s):
10         System(s),
11         asteroid_setup{ .physical={ .body={ .mass=200 }, .collider={ .type=ColliderType::CIRCLE, .radius=3.0f } },
12                 .mesh={ .object_name="Asteroid 1.object" }}
13 { }
14
15 void GameController::tick(Time::TimeDelta)
16 {
17         switch(state)
18         {
19         case LEVEL_START:
20                 defer([this]{
21                         uniform_real_distribution<float> sdist(-1, 1);
22                         uniform_real_distribution<float> udist(0, 1);
23                         for(unsigned i=0; i<level+2; ++i)
24                         {
25                                 asteroids.emplace_back(stage.get_root(), asteroid_setup);
26                                 asteroids.back()->get_transform()->set_position({ sdist(rng)*32, sdist(rng)*18, 0.0f });
27                                 Geometry::Angle<float> angle = Geometry::Angle<float>::from_turns(udist(rng));
28                                 float speed = udist(rng)*7;
29                                 asteroids.back()->get_body()->set_velocity({ cos(angle)*speed, sin(angle)*speed });
30                         }
31                         state = PLAYING;
32                 });
33                 break;
34         case PLAYING:
35                 break;
36         default:
37                 throw logic_error("Unimplemented state");
38         }
39 }