49 lines
1.5 KiB
C++
49 lines
1.5 KiB
C++
#include "core.hpp"
|
|
|
|
struct QuadrantCoords {
|
|
long x;
|
|
long y;
|
|
};
|
|
|
|
struct Entity {
|
|
float orientation;
|
|
Vector2 speed;
|
|
Vector2 localPosition;
|
|
QuadrantCoords quadrantPosition;
|
|
};
|
|
|
|
struct SpaceshipEntity {
|
|
Entity entity;
|
|
float delayedOrientation;
|
|
Texture fusilageTexture;
|
|
Texture enginesTexture;
|
|
};
|
|
|
|
Vector2 const AddEntityForce(Entity& entity, float const direction, float const magnitude) {
|
|
constexpr float MAGNITUDE_MAX = 0.1f;
|
|
Vector2 const appliedForce = LengthDirection(Vector2{magnitude, magnitude}, direction);
|
|
entity.speed = (entity.speed + appliedForce);
|
|
|
|
return appliedForce;
|
|
}
|
|
|
|
void RemoveEntityForce(Entity& entity, float const magnitude) {
|
|
constexpr float MIN_DRIFT = 0.001f;
|
|
// As LengthDirection deals in vector math, the magnitude will have to be converted from a one-
|
|
// dimensional value into a two-dimensional one. Additionally, this magnitude vector needs its
|
|
// x and y flipping according to the relative x and y values of the subject Entity.
|
|
Vector2 const relativeMagnitude = {
|
|
(magnitude * (SIGN(entity.speed.x) * -1)),
|
|
(magnitude * (SIGN(entity.speed.y) * -1))
|
|
};
|
|
|
|
// Only deduct the maximum possible deductable speed before the value would inverse on itself.
|
|
entity.speed = (entity.speed + Vector2{
|
|
(entity.speed.x < 0.0f) ? MAX(relativeMagnitude.x, entity.speed.x) :
|
|
MIN(relativeMagnitude.x, entity.speed.x),
|
|
|
|
(entity.speed.y < 0.0f) ? MAX(relativeMagnitude.y, entity.speed.y) :
|
|
MIN(relativeMagnitude.y, entity.speed.y)
|
|
});
|
|
}
|