Breakout Standard Screen
Meaning bricks, ball, pad, walls bounces, things. May or may not work as intended.
This commit is contained in:
@@ -16,8 +16,8 @@ void dd::Systems::PhysicsSystem::Initialize()
|
||||
m_PhysicsWorld = new b2World(m_Gravity);
|
||||
|
||||
m_TimeStep = 1.f/60.f;
|
||||
m_VelocityIterations = 6;
|
||||
m_PositionIterations = 2;
|
||||
m_VelocityIterations = 8;
|
||||
m_PositionIterations = 6;
|
||||
|
||||
|
||||
m_PhysicsWorld->SetContactListener(m_ContactListener);
|
||||
@@ -147,7 +147,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
auto boxComponent = m_World->GetComponent<Components::RectangleShape>(entity);
|
||||
if (boxComponent) {
|
||||
b2PolygonShape* bShape = new b2PolygonShape();
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/4, absoluteTransform.Scale.y/4); //TODO: THIS SUCKS DUDE 4?!?!?!?
|
||||
bShape->SetAsBox(absoluteTransform.Scale.x/2, absoluteTransform.Scale.y/2); //TODO: THIS SUCKS DUDE 4?!?!?!?
|
||||
pShape = bShape;
|
||||
} else {
|
||||
auto circleComponent = m_World->GetComponent<Components::CircleShape>(entity);
|
||||
@@ -159,7 +159,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
if (absoluteTransform.Scale.x != absoluteTransform.Scale.y && absoluteTransform.Scale.y != absoluteTransform.Scale.z) {
|
||||
LOG_WARNING("Circles has to be of uniform scale.");
|
||||
}
|
||||
pShape->m_radius = absoluteTransform.Scale.x/4; //TODO: THIS ALSO SUCKS 4 WTH
|
||||
pShape->m_radius = absoluteTransform.Scale.x/2; //TODO: THIS ALSO SUCKS 4 WTH
|
||||
|
||||
}
|
||||
}
|
||||
@@ -172,7 +172,7 @@ void dd::Systems::PhysicsSystem::CreateBody(EntityID entity)
|
||||
b2FixtureDef fixtureDef;
|
||||
fixtureDef.shape = pShape;
|
||||
fixtureDef.density = 1.f;
|
||||
fixtureDef.restitution = 0.0f;
|
||||
fixtureDef.restitution = 1.0f;
|
||||
fixtureDef.friction = 0.3f;
|
||||
body->CreateFixture(&fixtureDef);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user