Change MovementSystem logic + others
- When acceleration results in a velocity vector in the opposite direction of the current velocity, zero out velocity - Moved maxVelocity from VelocityComponent to AccelerationComponent -
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@ -47,7 +47,7 @@ public class EntityFactory {
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}
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public static Entity createPlayer(Engine engine) {
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VelocityComponent velocity = new VelocityComponent(0f, 0f, 0f, 10f);
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VelocityComponent velocity = new VelocityComponent(0f, 0f, 0f);
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ModelComponent playerModel = new ModelComponent(new PolygonModel(Color.WHITE));
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playerModel.setVertices(new float[]{
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@ -71,7 +71,7 @@ public class EntityFactory {
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player.addComponent(new PositionComponent(Constants.HALF_WIDTH, Constants.HALF_HEIGHT, 90));
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player.addComponent(velocity);
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player.addComponent(playerModel);
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player.addComponent(new AccelerationComponent(0f, 1f));
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player.addComponent(new AccelerationComponent(10f));
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player.addComponent(COLLIDER_TAG);
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player.addComponent(new PlayerComponent(afterBurner));
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player.setTag("PLAYER");
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@ -6,17 +6,23 @@ import com.me.common.ecs.Component;
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public class AccelerationComponent implements Component {
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public Vector2 acceleration;
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public float maxVelocity;
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public AccelerationComponent() {
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this(0f, 0f);
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this(0f, 0f, Float.MAX_VALUE);
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}
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public AccelerationComponent(float x, float y) {
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this(new Vector2(x, y));
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public AccelerationComponent(float maxVelocity) {
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this(0f, 0f, maxVelocity);
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}
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public AccelerationComponent(Vector2 acceleration) {
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public AccelerationComponent(float x, float y, float maxVelocity) {
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this(new Vector2(x, y), maxVelocity);
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}
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public AccelerationComponent(Vector2 acceleration, float maxVelocity) {
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this.acceleration = acceleration;
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this.maxVelocity = maxVelocity;
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}
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public float getX() {
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@ -7,7 +7,6 @@ public class VelocityComponent implements Component {
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public Vector2 velocity;
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public float angularVelocity;
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public float maxVelocity;
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public VelocityComponent() {
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this(0f, 0f, 0f);
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@ -22,21 +21,12 @@ public class VelocityComponent implements Component {
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}
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public VelocityComponent(float x, float y, float angularVelocity) {
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this(x, y, angularVelocity, Float.MAX_VALUE);
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}
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public VelocityComponent(float x, float y, float angularVelocity, float maxVelocity) {
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this(new Vector2(x, y), angularVelocity, maxVelocity);
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this(new Vector2(x, y), angularVelocity);
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}
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public VelocityComponent(Vector2 velocity, float angularVelocity) {
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this(velocity, angularVelocity, Float.MAX_VALUE);
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}
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public VelocityComponent(Vector2 velocity, float angularVelocity, float maxVelocity) {
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this.velocity = velocity;
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this.angularVelocity = angularVelocity;
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this.maxVelocity = maxVelocity;
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}
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public float getX() {
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@ -29,18 +29,29 @@ public class MovementSystem extends EntitySystem {
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public void processEntity(Entity entity, float dt) {
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PositionComponent positionComponent = POSITION.get(entity);
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VelocityComponent velocityComponent = VELOCITY.get(entity);
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AccelerationComponent accelComponent = ACCELERATION.get(entity);
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Vector2 velocity = velocityComponent.velocity;
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AccelerationComponent accelComponent = ACCELERATION.get(entity);
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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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tmp.set(accelComponent.acceleration).scl(dt).add(velocity);
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if (velocity.dot(tmp) < 0) {
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// current velocity is opposite of velocity with acceleration applied, which means
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// we're coming to a stop. Set position correctly and velocity to zero
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velocity.set(0, 0);
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positionComponent.position.add(tmp.scl(dt));
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} else {
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// Else just use the accelerated velocity
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velocity.set(tmp);
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velocity.clamp(0, accelComponent.maxVelocity);
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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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velocity.clamp(0, maxVelocity);
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position.add(tmp.set(velocity).scl(dt));
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positionComponent.position.add(tmp.set(velocity).scl(dt));
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}
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float angularVelocity = velocityComponent.angularVelocity;
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@ -51,13 +51,12 @@ public class PlayerInputSystem extends EntitySystem {
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velocityComponent.angularVelocity = 0;
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}
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Vector2 acceleration = accelComponent.acceleration;
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Vector2 velocity = velocityComponent.velocity;
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MODEL.get(playerComponent.afterBurner).model.setPosition(positionComponent.position);
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MODEL.get(playerComponent.afterBurner).setPosition(positionComponent.position);
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if (Gdx.input.isKeyPressed(Input.Keys.W)) {
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acceleration.set(Utils.setUnitVectorAngle(tmp, positionComponent.rotation).scl(12.5f));
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accelComponent.set(Utils.setUnitVectorAngle(tmp, positionComponent.rotation).scl(12.5f));
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if (rand.nextFloat() < 0.85) {
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PositionComponent afterBurnerPosition = POSITION.get(playerComponent.afterBurner);
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@ -69,10 +68,10 @@ public class PlayerInputSystem extends EntitySystem {
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}
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} else {
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playerComponent.afterBurner.deactivate();
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if (!velocity.isZero(1f)) {
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acceleration.set(Utils.setUnitVectorAngleRad(tmp, velocity.angleRad()).scl(-2.5f));
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if (velocity.isZero(0f)) {
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accelComponent.set(0, 0);
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} else {
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acceleration.set(0, 0);
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accelComponent.set(Utils.setUnitVectorAngleRad(tmp, velocity.angleRad()).scl(-2.5f));
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}
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}
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