Files
squidout/src/game/Game/BallSystem.cpp
T
2015-09-17 16:52:43 +02:00

74 lines
1.8 KiB
C++

#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<Components::Ball>(event.Entity1);
auto ballComponent2 = m_World->GetComponent<Components::Ball>(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<Components::Transform>(ballEntity);
auto otherTransform = m_World->GetComponent<Components::Transform>(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;
}