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/*
game/ship.cc
This file is part of the Osirion project and is distributed under
the terms and conditions of the GNU General Public License version 2
*/
// project headers
#include "game/game.h"
#include "game/ship.h"
#include "math/mathlib.h"
// C++ headers
#include <iostream>
using math::degrees360f;
using math::degrees180f;
namespace game {
Ship::Ship(core::Player *owner) :
core::EntityControlable(owner, ship_enttype)
{
// entity properties
entity_name = "ship: <" + owner->name() + "> Micron Vector";
entity_owner = owner;
// ship specs
acceleration = 1.5f;
max_speed = 4.0f;
turn_speed = 0.5f;
}
Ship::~Ship()
{
}
void Ship::frame(float seconds)
{
// update thrust
entity_thrust = target_thrust;
if (entity_thrust < 0)
entity_thrust = 0.0f;
else if(entity_thrust > 1)
entity_thrust = 1.0f;
// update direction
float direction_offset = degrees180f(target_direction - entity_direction);
float d = turn_speed * seconds * direction_offset;
entity_direction = degrees360f(entity_direction + d);
// update speed
if (entity_speed < entity_thrust * max_speed) {
entity_speed += acceleration * seconds;
if (entity_speed > entity_thrust * max_speed) {
entity_speed = entity_thrust * max_speed;
}
} else if(entity_speed > entity_thrust * max_speed) {
entity_speed -= acceleration * seconds;
if (entity_speed < 0) entity_speed = 0;
}
// location TODO avoid sin/cos calculations
entity_location.x += cosf(entity_direction * M_PI / 180) * entity_speed * seconds;
entity_location.z -= sinf(entity_direction * M_PI / 180) * entity_speed * seconds;
entity_dirty = true;
}
} // namespace game
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