Falling bricks and collision filters

This commit is contained in:
viktorljung
2015-09-25 04:28:46 +02:00
parent d2301594ce
commit cfb6d1e4b5
9 changed files with 1992 additions and 22 deletions
+4 -2
View File
@@ -60,9 +60,10 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
return false;
}
//Which is the ball?
EntityID ballEntity, otherEntitiy;
//Which is the ball?
if (ballComponent1 != nullptr) {
ballEntity = event.Entity1;
otherEntitiy = event.Entity2;
@@ -78,6 +79,8 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
//TODO: Add support for power-up collisions
}
//if this is a brick thats dead do not collide :)
auto ballTransform = m_World->GetComponent<Components::Transform>(ballEntity);
glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y);
@@ -85,7 +88,6 @@ bool dd::Systems::BallSystem::Contact(const Events::Contact &event)
auto padTransform = m_World->GetComponent<Components::Transform>(otherEntitiy);
float x = ballTransform->Position.x - padTransform->Position.x;
float movementMultiplier = 5.0f;
float y = glm::cos((abs(x) / (1.6f)) * glm::pi<float>() / 2.f) + 1.f;
ballTransform->Velocity = glm::normalize(glm::vec3(x, y ,0.f)) * ballComponent->Speed;