Beispiel #1
0
void collideBallWithPaddle(Gem& ball, const Paddle& paddle) {
	SpriteMatrix matrix = paddle.getSpriteMatrix();

	// Left sphere
	vec2 left = {-24, 0};
	// Right sphere
	vec2 right = {24, 0};

	matrix.transform(&left.x, &left.y);
	matrix.transform(&right.x, &right.y);

	static const int PADDLE_RADIUS = 8;

	fixed24_8 rel_ball_x = ball.pos_x - paddle.pos_x;
	fixed24_8 rel_ball_y = ball.pos_y - paddle.pos_y;
	vec2 rel_ball = {rel_ball_x.toFloat(), rel_ball_y.toFloat()};

	vec2 nearest_point = pointLineSegmentNearestPoint(rel_ball, left, right);
	vec2 penetration = rel_ball - nearest_point;
	float d_sqr = length_sqr(penetration);
	float r = PADDLE_RADIUS + Gem::RADIUS;
	if (d_sqr < r*r) {
		vec2 vel = {ball.vel_x.toFloat(), ball.vel_y.toFloat()};
		int score_addition = static_cast<int>(ball.score_value * (ball.vel_y.toFloat() / 128.f));
		ball.score_value = std::min(ball.score_value + std::max(score_addition, 0), Gem::MAX_VALUE);

		float d = std::sqrt(d_sqr);
		float sz = r - d;

		vec2 normal = penetration / d;
		fixed24_8 push_back_x(sz * normal.x);
		fixed24_8 push_back_y(sz * normal.y);

		ball.pos_x += push_back_x;
		ball.pos_y += push_back_y;

		vec2 par, perp;
		splitVector(vel, normal, &par, &perp);
		vel = perp - par;

		ball.vel_x = fixed16_16(vel.x);
		ball.vel_y = fixed16_16(vel.y);
	}
}
Beispiel #2
0
void Drone::draw(SpriteBuffer& sprite_buffer, const Camera& camera) const {
	Sprite drone_spr;
	drone_spr.setImg(34, 1, 24, 24);
	drone_spr.setPos(camera.transform(rb.pos));

	SpriteMatrix matrix;
	matrix.loadIdentity().rotate(angle);

	sprite_buffer.append(drone_spr, matrix);

	if (anim_flags.test(AnimationFlags::YELLOW_STROBE)) {
		drone_spr.img_y = 1+1*25;
		sprite_buffer.append(drone_spr, matrix);
	}

	if (anim_flags.test(AnimationFlags::RED_STROBE)) {
		drone_spr.img_y = 1+2*25;
		sprite_buffer.append(drone_spr, matrix);
	}
}
Beispiel #3
0
void Ship::draw(SpriteBuffer& sprite_buffer, const Camera& camera) const {
	Sprite ship_spr;
	ship_spr.img = img_ship_body;
	ship_spr.setPos(camera.transform(rb.pos));

	SpriteMatrix matrix;
	matrix.loadIdentity().rotate(rb.orientation);

	sprite_buffer.append(ship_spr, matrix);

	if (anim_flags.test(AnimationFlags::THRUST_FORWARD)) {
		ship_spr.img = img_ship_thrust;
		sprite_buffer.append(ship_spr, matrix);
	}

	if (anim_flags.test(AnimationFlags::INERTIAL_BRAKE)) {
		ship_spr.img = img_ship_brake;
		sprite_buffer.append(ship_spr, matrix);
	}

	shield.draw(sprite_buffer, ship_spr.x, ship_spr.y);
}