Add angularVelocity to VelocityComponent
Use it to control player rotation.
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@ -6,6 +6,7 @@ import com.me.common.ecs.Component;
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public class VelocityComponent implements Component {
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public class VelocityComponent implements Component {
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public Vector2 velocity;
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public Vector2 velocity;
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public float angularVelocity;
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public float maxVelocity = Float.MAX_VALUE;
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public float maxVelocity = Float.MAX_VALUE;
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@ -1,6 +1,8 @@
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package com.me.asteroids.systems;
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package com.me.asteroids.systems;
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import com.badlogic.gdx.math.MathUtils;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.math.Vector2;
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import com.me.asteroids.Utils;
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import com.me.asteroids.components.AccelerationComponent;
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import com.me.asteroids.components.AccelerationComponent;
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import com.me.asteroids.components.model.Model;
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import com.me.asteroids.components.model.Model;
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import com.me.asteroids.components.ModelComponent;
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import com.me.asteroids.components.ModelComponent;
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@ -35,19 +37,24 @@ public class MovementSystem extends EntitySystem {
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VelocityComponent velocityComponent = velocityMapper.get(entity);
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VelocityComponent velocityComponent = velocityMapper.get(entity);
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Vector2 velocity = velocityComponent.velocity;
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Vector2 velocity = velocityComponent.velocity;
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float maxVelocity = velocityComponent.maxVelocity;
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Vector2 position = positionComponent.position;
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AccelerationComponent accelComponent = accelMapper.get(entity);
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AccelerationComponent accelComponent = accelMapper.get(entity);
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if (accelComponent != null && !accelComponent.acceleration.isZero()) {
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if (accelComponent != null && !accelComponent.acceleration.isZero()) {
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velocity.add(tmp.set(accelComponent.acceleration).scl(dt));
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velocity.add(tmp.set(accelComponent.acceleration).scl(dt));
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}
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}
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float maxVelocity = velocityComponent.maxVelocity;
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Vector2 position = positionComponent.position;
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if (!velocity.isZero()) {
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if (!velocity.isZero()) {
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velocity.clamp(0, maxVelocity);
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velocity.clamp(0, maxVelocity);
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position.add(tmp.set(velocity).scl(dt));
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position.add(tmp.set(velocity).scl(dt));
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}
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}
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float angularVelocity = velocityComponent.angularVelocity;
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if (!MathUtils.isZero(angularVelocity)) {
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positionComponent.rotation = Utils.wrapAngle(positionComponent.rotation + (angularVelocity * dt));
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}
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ModelComponent modelComponent = modelMapper.get(entity);
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ModelComponent modelComponent = modelMapper.get(entity);
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if (modelComponent != null) {
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if (modelComponent != null) {
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Model model = modelComponent.model;
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Model model = modelComponent.model;
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@ -41,12 +41,14 @@ public class PlayerInputSystem extends EntitySystem {
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VelocityComponent velocityComponent = velocityMapper.get(entity);
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VelocityComponent velocityComponent = velocityMapper.get(entity);
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AccelerationComponent accelComponent = accelMapper.get(entity);
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AccelerationComponent accelComponent = accelMapper.get(entity);
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if (Gdx.input.isKeyPressed(Input.Keys.D)) {
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boolean isLeftPressed = Gdx.input.isKeyPressed(Input.Keys.A);
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positionComponent.rotation = Utils.rotate(positionComponent.rotation, -300 * dt);
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boolean isRightPressed = Gdx.input.isKeyPressed(Input.Keys.D);
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}
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if (isLeftPressed && !isRightPressed) {
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velocityComponent.angularVelocity = 300;
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if (Gdx.input.isKeyPressed(Input.Keys.A)) {
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} else if (isRightPressed && !isLeftPressed) {
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positionComponent.rotation = Utils.rotate(positionComponent.rotation, 300 * dt);
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velocityComponent.angularVelocity = -300;
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} else {
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velocityComponent.angularVelocity = 0;
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}
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}
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Vector2 acceleration = accelComponent.acceleration;
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Vector2 acceleration = accelComponent.acceleration;
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