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-rw-r--r--src/components/physics_body.cpp66
1 files changed, 0 insertions, 66 deletions
diff --git a/src/components/physics_body.cpp b/src/components/physics_body.cpp deleted file mode 100644 index 97394d1..0000000 --- a/src/components/physics_body.cpp +++ /dev/null
@@ -1,66 +0,0 @@
1#include "physics_body.h"
2#include "game.h"
3#include "consts.h"
4
5void PhysicsBodyComponent::receive(Game&, Entity&, const Message& msg)
6{
7 if (msg.type == Message::Type::walkLeft)
8 {
9 velocity.first = -90;
10 } else if (msg.type == Message::Type::walkRight)
11 {
12 velocity.first = 90;
13 } else if (msg.type == Message::Type::stopWalking)
14 {
15 velocity.first = 0.0;
16 } else if (msg.type == Message::Type::setHorizontalVelocity)
17 {
18 velocity.first = msg.velocity;
19 } else if (msg.type == Message::Type::setVerticalVelocity)
20 {
21 velocity.second = msg.velocity;
22 }
23}
24
25void PhysicsBodyComponent::tick(Game&, Entity& entity, double dt)
26{
27 // Accelerate
28 velocity.first += accel.first * dt;
29 velocity.second += accel.second * dt;
30
31 // Terminal velocity
32#define TERMINAL_VELOCITY_X (2 * TILE_WIDTH * FRAMES_PER_SECOND)
33#define TERMINAL_VELOCITY_Y (2 * TILE_HEIGHT * FRAMES_PER_SECOND)
34 if (velocity.first < -TERMINAL_VELOCITY_X) velocity.first = -TERMINAL_VELOCITY_X;
35 if (velocity.first > TERMINAL_VELOCITY_X) velocity.first = TERMINAL_VELOCITY_X;
36 if (velocity.second < -TERMINAL_VELOCITY_Y) velocity.second = -TERMINAL_VELOCITY_Y;
37 if (velocity.second > TERMINAL_VELOCITY_Y) velocity.second = TERMINAL_VELOCITY_Y;
38
39 // Do the movement
40 entity.position.first += velocity.first * dt;
41 entity.position.second += velocity.second * dt;
42}
43
44void PhysicsBodyComponent::detectCollision(Game& game, Entity& entity, Entity& collider, std::pair<double, double> old_position)
45{
46 // If already colliding, do nothing!
47 if ((old_position.first + collider.size.first > entity.position.first)
48 && (old_position.first < entity.position.first + entity.size.first)
49 && (old_position.second + collider.size.second > entity.position.second)
50 && (old_position.second < entity.position.second + entity.size.second))
51 {
52 return;
53 }
54
55 // If newly colliding, SHOCK AND HORROR!
56 if ((collider.position.first + collider.size.first > entity.position.first)
57 && (collider.position.first < entity.position.first + entity.size.first)
58 && (collider.position.second + collider.size.second > entity.position.second)
59 && (collider.position.second < entity.position.second + entity.size.second))
60 {
61 Message msg(Message::Type::collision);
62 msg.collisionEntity = &collider;
63
64 entity.send(game, msg);
65 }
66}