Modified the pad-and-ball collision code a bit. Hopefully for the better.

This commit is contained in:
PlatinumSkink
2015-09-14 15:39:39 +02:00
parent 1b9da2de1b
commit 8d1ad184a6
3 changed files with 32 additions and 15 deletions
+27 -12
View File
@@ -40,25 +40,25 @@ void dd::Systems::PadSystem::Update(double dt)
}
}
if (transform->Velocity.x < -400.f)
if (transform->Velocity.x < -maxSpeed)
{
transform->Velocity.x = -400.f;
transform->Velocity.x = -maxSpeed;
}
else if (transform->Velocity.x > 400.f)
else if (transform->Velocity.x > maxSpeed)
{
transform->Velocity.x = 400.f;
transform->Velocity.x = maxSpeed;
}
transform->Position += transform->Velocity * (float)dt;
transform->Velocity += acceleration * (float)dt;
transform->Velocity -= transform->Velocity * (0.9f * (float)dt);
transform->Velocity -= transform->Velocity * slowdownModifier * (float)dt;
if (left)
{
acceleration.x = -20.f;
acceleration.x = -accelerationSpeed;
}
else if (right)
{
acceleration.x = 20.f;
acceleration.x = accelerationSpeed;
}
else
{
@@ -133,17 +133,32 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
auto transformBall = m_World->GetComponent<Components::Transform>(entityBall);
auto transformPad = m_World->GetComponent<Components::Transform>(entityPad);
float movementMultiplier = 2.f;
float movementMultiplier = 4.f;
float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / (3.2f * movementMultiplier)) * 3.14159265359f / 2) * 2.f;
float whatX = transformBall->Position.x - transformPad->Position.x;
float movementX;
if (whatX > 0)
{
movementX = movementMultiplier * whatX;
std::cout << "Right!" << std::endl;
}
else
{
movementX = movementMultiplier * whatX;
std::cout << "Left!" << std::endl;
}
//float movementY = 1;
//float movementX = (event.ContactPoint.x - transformPad->Position.x) * movementMultiplier;
float movementY = glm::cos((abs(movementX) / ((1.6f) * movementMultiplier)) * 3.14159265359f / 2);
std::cout << movementX << " " << movementY << std::endl;
//Temporary solution. Add a new ball and delete the old one.
auto ent = m_World->CreateEntity();
std::shared_ptr<Components::Transform> transform = m_World->AddComponent<Components::Transform>(ent);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.1f, -10.f);
transform->Position = glm::vec3(transformBall->Position.x, transformBall->Position.y + 0.01f, -10.f);
transform->Scale = glm::vec3(1.f, 1.f, 1.f);
std::shared_ptr<Components::Sprite> sprite = m_World->AddComponent<Components::Sprite>(ent);
sprite->SpriteFile = "Textures/Ball.png";
@@ -158,7 +173,7 @@ bool dd::Systems::PadSystem::OnContact(const dd::Events::Contact &event)
Events::SetImpulse e;
e.Entity = ent;
e.Impulse = glm::vec2(movementX, movementY);
e.Point = glm::vec2(event.ContactPoint);
e.Point = glm::vec2(transform->Position.x, transform->Position.y);
EventBroker->Publish(e);
}