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Load the various setups through resources
[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(stage.get_resources().get<AsteroidSetup>("asteroid1.roid.setup"))
12 { }
13
14 void GameController::tick(Time::TimeDelta)
15 {
16         switch(state)
17         {
18         case LEVEL_START:
19                 defer([this]{
20                         uniform_real_distribution<float> sdist(-1, 1);
21                         uniform_real_distribution<float> udist(0, 1);
22                         for(unsigned i=0; i<level+2; ++i)
23                         {
24                                 asteroids.emplace_back(stage.get_root(), asteroid_setup);
25                                 asteroids.back()->get_transform()->set_position({ sdist(rng)*32, sdist(rng)*18, 0.0f });
26                                 Geometry::Angle<float> angle = Geometry::Angle<float>::from_turns(udist(rng));
27                                 float speed = udist(rng)*7;
28                                 asteroids.back()->get_body()->set_velocity({ cos(angle)*speed, sin(angle)*speed });
29                         }
30                         state = PLAYING;
31                 });
32                 break;
33         case PLAYING:
34                 break;
35         default:
36                 throw logic_error("Unimplemented state");
37         }
38 }
39
40 void GameController::deferred_tick()
41 {
42         System::deferred_tick();
43         erase_if(asteroids, [](Game::Handle<Asteroid> a){ return !a->get_hitpoints()->is_alive(); });
44 }