]> git.tdb.fi Git - libs/game.git/blobdiff - examples/bassteroids/source/playercontroller.cpp
Load the various setups through resources
[libs/game.git] / examples / bassteroids / source / playercontroller.cpp
index 939d8384c200fb3dd0c7f4077e1b0b6b8b775b0a..54f7520a1a4f7bf93a1056addfa20c6df1f51fa8 100644 (file)
@@ -8,10 +8,12 @@ using namespace Msp;
 
 PlayerController::PlayerController(Game::Stage &s):
        System(s),
-       player_setup{ .physical={ .body={ .mass=1 }, .collider={ .type=ColliderType::CIRCLE, .radius=0.8f }},
-               .mesh={ .object_name="Bass guitar.object" },
-               .speed=12.0f, .turn_rate=4.71f }
-{ }
+       player_setup(stage.get_resources().get<ShipSetup>("player.ship.setup")),
+       bullet_setup(stage.get_resources().get<BulletSetup>("quaver.bullet.setup"))
+{
+       declare_dependency<Game::Transform>(READ_OLD);
+       declare_dependency<RigidBody>(UPDATE);
+}
 
 void PlayerController::set_controls(Controls *c)
 {
@@ -38,10 +40,37 @@ void PlayerController::tick(Time::TimeDelta dt)
        body->add_force(fwd_dir*(controls->forward.get_value()*thrust));
        const LinAl::Vector<float, 2> &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<float> angular_vel = body->get_angular_velocity();
        Geometry::Angle<float> 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<Bullet> b){ return !b->get_hitpoints()->is_alive(); });
+}
+
+void PlayerController::fire()
+{
+       Game::Handle<Game::Transform> player_tf = player_ship->get_transform();
+       Game::Handle<RigidBody> player_body = player_ship->get_body();
+
+       Game::TransformValues tv;
+       tv.position = (player_tf->get_world_matrix()*LinAl::Vector<float, 4>(2.0f, 0.0f, 0.0f, 1.0f)).slice<3>(0);
+       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));
+       bullets.emplace_back(stage.get_root(), bullet_setup, tv);
+       Game::Handle<Bullet> bullet = bullets.back();
+       Game::Handle<RigidBody> bullet_body = bullet->get_body();
+       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));
 }