#include "PrecompiledHeader.h" #include "Game/BallSystem.h" dd::Systems::BallSystem::~BallSystem() { } void dd::Systems::BallSystem::RegisterComponents(ComponentFactory *cf) { } void dd::Systems::BallSystem::Initialize() { EVENT_SUBSCRIBE_MEMBER(m_Contact, BallSystem::Contact); } void dd::Systems::BallSystem::Update(double dt) { } void dd::Systems::BallSystem::UpdateEntity(double dt, EntityID entity, EntityID parent) { } void dd::Systems::BallSystem::OnEntityCommit(EntityID entity) { } void dd::Systems::BallSystem::OnEntityRemoved(EntityID entity) { } bool dd::Systems::BallSystem::Contact(const Events::Contact &event) { auto ballComponent1 = m_World->GetComponent(event.Entity1); auto ballComponent2 = m_World->GetComponent(event.Entity2); //Which is the ball? EntityID ballEntity, otherEntitiy; glm::vec2 normal; if (ballComponent1 != nullptr) { ballEntity = event.Entity1; otherEntitiy = event.Entity2; } else if (ballComponent2 != nullptr) { ballEntity = event.Entity2; otherEntitiy = event.Entity1; } else { return false; //TODO: Add support for power-up collisions } //normal.x = -normal.x; auto ballTransform = m_World->GetComponent(ballEntity); auto otherTransform = m_World->GetComponent(otherEntitiy); glm::vec2 ballVelocity = glm::vec2(ballTransform->Velocity.x, ballTransform->Velocity.y); glm::vec2 reflectedVelocity = glm::reflect(ballVelocity, event.Normal); ballTransform->Velocity = glm::vec3(reflectedVelocity, 0.f); //LOG_INFO("Velocity: %f, %f\n", ballTransform->Velocity.x, ballTransform->Velocity.y); return true; }