Children from destroyed are created with higher dP

This commit is contained in:
Doyle Thai 2016-11-25 15:56:26 +11:00
parent 6bc37dbe44
commit d878cca8ab

View File

@ -160,6 +160,7 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
f32 delayInterval, f32 dt)
{
// TODO(doyle): Don't let get key status modify keyinput state
if (!key->endedDown) return FALSE;
switch(readType)
@ -437,7 +438,6 @@ enum AsteroidSize
typedef struct {
v2 pos;
v2 dP;
enum Direction direction;
} AsteroidSpec;
INTERNAL void addAsteroidWithSpec(World *world, enum AsteroidSize asteroidSize,
@ -516,12 +516,11 @@ INTERNAL void addAsteroidWithSpec(World *world, enum AsteroidSize asteroidSize,
ASSERT(INVALID_CODE_PATH);
}
asteroid->pos = newP;
asteroid->direction = direction_null;
}
else
{
asteroid->pos = spec->pos;
asteroid->direction = spec->direction;
asteroid->dP = spec->dP;
}
asteroid->size = size;
@ -666,7 +665,6 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ship->scale = 1;
ship->type = entitytype_ship;
ship->direction = direction_null;
ship->renderMode = rendermode_polygon;
ship->color = V4(1.0f, 0.5f, 0.5f, 1.0f);
}
@ -800,63 +798,80 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
{
i32 randValue = rand();
if (entity->direction == direction_null)
// NOTE(doyle): If it is a new asteroid with no dp set, we need to
// set a initial dp for it to move from.
v2 localDp = {0};
if ((i32)entity->dP.x == 0 && (i32)entity->dP.y == 0)
{
entity->direction = randValue % direction_count;
enum Direction direction = randValue % direction_count;
switch (direction)
{
case direction_north:
case direction_northwest:
{
localDp.x = 1.0f;
localDp.y = 1.0f;
}
break;
case direction_west:
case direction_southwest:
{
localDp.x = -1.0f;
localDp.y = -1.0f;
}
break;
case direction_south:
case direction_southeast:
{
localDp.x = 1.0f;
localDp.y = -1.0f;
}
break;
case direction_east:
case direction_northeast:
{
localDp.x = 1.0f;
localDp.y = 1.0f;
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
}
// NOTE(doyle): Otherwise, if it has pre-existing dp, maintain our
// direction by extrapolating from it's current dp
else
{
if (entity->dP.x >= 0) localDp.x = 1.0f;
else localDp.x = -1.0f;
if (entity->dP.y >= 0) localDp.y = 1.0f;
else localDp.y = -1.0f;
}
v2 ddP = {0};
switch (entity->direction)
/*
NOTE(doyle): We compare current dP with the calculated dP. In the
event we want to artificially boost the asteroid, we set a higher
dP on creation, which will have a higher dP than the default dP
we calculate. So here we choose to keep it until it decays enough
that the default dP of the asteroid is accepted.
*/
v2 newDp = v2_scale(localDp, world->pixelsPerMeter * 1.5f);
f32 newDpSum = ABS(newDp.x) + ABS(newDp.y);
f32 oldDpSum = ABS(entity->dP.x) + ABS(entity->dP.y);
if (newDpSum > oldDpSum)
{
case direction_north:
case direction_northwest:
{
ddP.x = 1.0f;
ddP.y = 1.0f;
entity->dP = newDp;
}
break;
case direction_west:
case direction_southwest:
{
ddP.x = -1.0f;
ddP.y = -1.0f;
}
break;
case direction_south:
case direction_southeast:
{
ddP.x = 1.0f;
ddP.y = -1.0f;
}
break;
case direction_east:
case direction_northeast:
{
ddP.x = 1.0f;
ddP.y = 1.0f;
}
break;
default:
{
ASSERT(INVALID_CODE_PATH);
}
break;
}
f32 dirOffsetX = ((randValue % 10) + 1) / 100.0f;
f32 dirOffsetY = ((randValue % 10) + 1) / 100.0f;
v2_hadamard(ddP, V2(dirOffsetX, dirOffsetY));
// NOTE(doyle): Make asteroids start and move at constant speed by
// ensuring that dP is "refreshed" with non-decaying acceleration
ddPSpeedInMs = 1;
entity->dP = v2_scale(ddP, world->pixelsPerMeter * ddPSpeedInMs);
entity->rotation += (60 * dt);
}
else if (entity->type == entitytype_bullet)
{
@ -867,10 +882,10 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
continue;
}
ddPSpeedInMs = 10;
f32 dPMultiplier = 10;
Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
ddP = V2(math_cosf(rotation), math_sinf(rotation));
entity->dP = v2_scale(ddP, world->pixelsPerMeter * ddPSpeedInMs);
entity->dP = v2_scale(ddP, world->pixelsPerMeter * dPMultiplier);
}
@ -916,24 +931,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
{
AsteroidSpec spec = {0};
spec.pos = colliderA->pos;
spec.dP = v2_scale(colliderA->dP, -1.0f);
spec.direction = invertDirection(colliderA->direction);
spec.dP = v2_scale(colliderA->dP, -2.0f);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
}
else if (colliderA->type == entitytype_asteroid_large)
{
AsteroidSpec spec = {0};
spec.pos = colliderA->pos;
spec.dP = v2_scale(colliderA->dP, -1.0f);
spec.direction = invertDirection(colliderA->direction);
spec.dP = v2_scale(colliderA->dP, -4.0f);
addAsteroidWithSpec(world, asteroidsize_medium, &spec);
spec.dP = v2_perpendicular(spec.dP);
spec.direction = rotateDirectionWest90(spec.direction);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
spec.dP = v2_perpendicular(colliderA->dP);
spec.direction = invertDirection(spec.direction);
addAsteroidWithSpec(world, asteroidsize_small, &spec);
}