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moving.go
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moving.go
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// Copyright 2021 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package mixins
import (
"fmt"
"github.com/divVerent/aaaaxy/internal/engine"
"github.com/divVerent/aaaaxy/internal/game/constants"
"github.com/divVerent/aaaaxy/internal/level"
m "github.com/divVerent/aaaaxy/internal/math"
)
// Moving is a physics object with initial velocity. That's all.
type Moving struct {
Physics
TouchedSomething bool
}
func (v *Moving) Init(w *engine.World, sp *level.SpawnableProps, e *engine.Entity, contents level.Contents, handleTouch func(engine.TraceResult)) error {
v.Physics.Init(w, e, contents, handleTouch)
if str := sp.Properties["velocity"]; str != "" {
var dx, dy float64
if _, err := fmt.Sscanf(str, "%f %f", &dx, &dy); err != nil {
return fmt.Errorf("failed to parse velocity %q: %w", str, err)
}
v.Physics.Velocity = e.Transform.Inverse().Apply(m.Delta{
DX: m.Rint(dx * constants.SubPixelScale / engine.GameTPS),
DY: m.Rint(dy * constants.SubPixelScale / engine.GameTPS),
})
}
return nil
}