diff options
| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2015-03-14 19:25:23 -0400 | 
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2015-03-14 19:25:23 -0400 | 
| commit | 6b1dcc5df51df4a2d8b724187eb1bcdb4fd9df8b (patch) | |
| tree | 0a884ddd12b4e5b0afcc9c4ecaea5ecc73605b57 /src/components/physics_body.cpp | |
| parent | d9349f10d6d1972e87aea76d502703fae128a0e5 (diff) | |
| download | therapy-6b1dcc5df51df4a2d8b724187eb1bcdb4fd9df8b.tar.gz therapy-6b1dcc5df51df4a2d8b724187eb1bcdb4fd9df8b.tar.bz2 therapy-6b1dcc5df51df4a2d8b724187eb1bcdb4fd9df8b.zip  | |
Added sound when you hit the ground
Also split up components.cpp into files for each class, fixed a bug concerning falling off the screen when you change maps, and converted collision data into doubles.
Diffstat (limited to 'src/components/physics_body.cpp')
| -rw-r--r-- | src/components/physics_body.cpp | 65 | 
1 files changed, 65 insertions, 0 deletions
| diff --git a/src/components/physics_body.cpp b/src/components/physics_body.cpp new file mode 100644 index 0000000..72f2fd8 --- /dev/null +++ b/src/components/physics_body.cpp | |||
| @@ -0,0 +1,65 @@ | |||
| 1 | #include "physics_body.h" | ||
| 2 | #include "game.h" | ||
| 3 | |||
| 4 | void PhysicsBodyComponent::receive(Game&, Entity&, const Message& msg) | ||
| 5 | { | ||
| 6 | if (msg.type == Message::Type::walkLeft) | ||
| 7 | { | ||
| 8 | velocity.first = -90; | ||
| 9 | } else if (msg.type == Message::Type::walkRight) | ||
| 10 | { | ||
| 11 | velocity.first = 90; | ||
| 12 | } else if (msg.type == Message::Type::stopWalking) | ||
| 13 | { | ||
| 14 | velocity.first = 0.0; | ||
| 15 | } else if (msg.type == Message::Type::stopMovingHorizontally) | ||
| 16 | { | ||
| 17 | velocity.first = 0.0; | ||
| 18 | } else if (msg.type == Message::Type::stopMovingVertically) | ||
| 19 | { | ||
| 20 | velocity.second = 0.0; | ||
| 21 | } | ||
| 22 | } | ||
| 23 | |||
| 24 | void PhysicsBodyComponent::tick(Game&, Entity& entity, double dt) | ||
| 25 | { | ||
| 26 | // Accelerate | ||
| 27 | velocity.first += accel.first * dt; | ||
| 28 | velocity.second += accel.second * dt; | ||
| 29 | |||
| 30 | // Terminal velocity | ||
| 31 | #define TERMINAL_VELOCITY_X (2 * TILE_WIDTH * FRAMES_PER_SECOND) | ||
| 32 | #define TERMINAL_VELOCITY_Y (2 * TILE_HEIGHT * FRAMES_PER_SECOND) | ||
| 33 | if (velocity.first < -TERMINAL_VELOCITY_X) velocity.first = -TERMINAL_VELOCITY_X; | ||
| 34 | if (velocity.first > TERMINAL_VELOCITY_X) velocity.first = TERMINAL_VELOCITY_X; | ||
| 35 | if (velocity.second < -TERMINAL_VELOCITY_Y) velocity.second = -TERMINAL_VELOCITY_Y; | ||
| 36 | if (velocity.second > TERMINAL_VELOCITY_Y) velocity.second = TERMINAL_VELOCITY_Y; | ||
| 37 | |||
| 38 | // Do the movement | ||
| 39 | entity.position.first += velocity.first * dt; | ||
| 40 | entity.position.second += velocity.second * dt; | ||
| 41 | } | ||
| 42 | |||
| 43 | void PhysicsBodyComponent::detectCollision(Game& game, Entity& entity, Entity& collider, std::pair<double, double> old_position) | ||
| 44 | { | ||
| 45 | // If already colliding, do nothing! | ||
| 46 | if ((old_position.first + collider.size.first > entity.position.first) | ||
| 47 | && (old_position.first < entity.position.first + entity.size.first) | ||
| 48 | && (old_position.second + collider.size.second > entity.position.second) | ||
| 49 | && (old_position.second < entity.position.second + entity.size.second)) | ||
| 50 | { | ||
| 51 | return; | ||
| 52 | } | ||
| 53 | |||
| 54 | // If newly colliding, SHOCK AND HORROR! | ||
| 55 | if ((collider.position.first + collider.size.first > entity.position.first) | ||
| 56 | && (collider.position.first < entity.position.first + entity.size.first) | ||
| 57 | && (collider.position.second + collider.size.second > entity.position.second) | ||
| 58 | && (collider.position.second < entity.position.second + entity.size.second)) | ||
| 59 | { | ||
| 60 | Message msg(Message::Type::collision); | ||
| 61 | msg.collisionEntity = &collider; | ||
| 62 | |||
| 63 | entity.send(game, msg); | ||
| 64 | } | ||
| 65 | } | ||
