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Load the various setups through resources
[libs/game.git] / examples / bassteroids / source / playercontroller.cpp
1 #include "playercontroller.h"
2 #include <msp/game/root.h>
3 #include <msp/game/stage.h>
4 #include "controls.h"
5
6 using namespace std;
7 using namespace Msp;
8
9 PlayerController::PlayerController(Game::Stage &s):
10         System(s),
11         player_setup(stage.get_resources().get<ShipSetup>("player.ship.setup")),
12         bullet_setup(stage.get_resources().get<BulletSetup>("quaver.bullet.setup"))
13 {
14         declare_dependency<Game::Transform>(READ_OLD);
15         declare_dependency<RigidBody>(UPDATE);
16 }
17
18 void PlayerController::set_controls(Controls *c)
19 {
20         controls = c;
21         if(!player_ship)
22                 player_ship = Game::Owned<Ship>(stage.get_root(), player_setup);
23 }
24
25 void PlayerController::tick(Time::TimeDelta dt)
26 {
27         if(!controls)
28                 return;
29
30         float dt_secs = dt/Time::sec;
31
32         const Ship::Setup &setup = player_ship->get_setup();
33         float thrust = setup.speed*setup.speed;
34         float torque = setup.turn_rate*setup.turn_rate;
35
36         Game::Handle<Game::Transform> transform = player_ship->get_transform();
37         LinAl::Vector<float, 2> fwd_dir = normalize(transform->get_world_matrix().column(0).slice<2>(0));
38         Game::Handle<RigidBody> body = player_ship->get_body();
39
40         body->add_force(fwd_dir*(controls->forward.get_value()*thrust));
41         const LinAl::Vector<float, 2> &velocity = body->get_velocity();
42         float speed = velocity.norm();
43         if(speed>1e-5)
44                 body->add_force(velocity*-min(speed+setup.speed/speed, 1.0f/dt_secs));
45
46         body->add_torque(controls->turn_left.get_value()*torque);
47         Geometry::Angle<float> angular_vel = body->get_angular_velocity();
48         Geometry::Angle<float> angular_speed = abs(angular_vel);
49         if(abs(angular_speed.radians())>1e-5)
50                 body->add_torque(angular_vel.radians()*-min(angular_speed.radians()+setup.turn_rate/angular_speed.radians(), 1.0f/dt_secs));
51
52         if(controls->fire.was_pressed())
53                 defer([this]{ fire(); });
54
55         controls->reset_edges();
56 }
57
58 void PlayerController::deferred_tick()
59 {
60         System::deferred_tick();
61         erase_if(bullets, [](Game::Handle<Bullet> b){ return !b->get_hitpoints()->is_alive(); });
62 }
63
64 void PlayerController::fire()
65 {
66         Game::Handle<Game::Transform> player_tf = player_ship->get_transform();
67         Game::Handle<RigidBody> player_body = player_ship->get_body();
68
69         Game::TransformValues tv;
70         tv.position = (player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0);
71         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));
72         bullets.emplace_back(stage.get_root(), bullet_setup, tv);
73         Game::Handle<Bullet> bullet = bullets.back();
74         Game::Handle<RigidBody> bullet_body = bullet->get_body();
75         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));
76 }