diff ships/ship.d @ 18:7f74e064dad5

refactored code
author zzzzrrr <mason.green@gmail.com>
date Wed, 25 Mar 2009 11:28:25 -0400
parents ship.d@82efafc87d54
children 4fce5596d1f6
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line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/ships/ship.d	Wed Mar 25 11:28:25 2009 -0400
@@ -0,0 +1,127 @@
+/*
+ * Copyright (c) 2009, Mason Green (zzzzrrr)
+ * http://www.dsource.org/projects/openmelee
+ * 
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without modification,
+ * are permitted provided that the following conditions are met:
+ *
+ * * Redistributions of source code must retain the above copyright notice,
+ *   this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright notice,
+ *   this list of conditions and the following disclaimer in the documentation
+ *   and/or other materials provided with the distribution.
+ * * Neither the name of the polygonal nor the names of its contributors may be
+ *   used to endorse or promote products derived from this software without specific
+ *   prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+module openmelee.ships.ship;
+
+import tango.io.Stdout: Stdout;
+
+import tango.util.container.LinkedList : LinkedList;
+import blaze.dynamics.bzBody : bzBody;
+import blaze.collision.shapes.bzShape : bzShape;
+import blaze.common.bzMath: bzVec2, bzCross, bzClamp;
+import blaze.bzWorld : bzWorld;
+import blaze.dynamics.forces.bzAttractor: bzAttractor;
+
+alias LinkedList!(bzShape) ShapeList;
+
+struct State 
+{
+	bzVec2 position;
+    bzVec2 velocity;
+    bzVec2 up;
+    bzVec2 side;
+    bzVec2 forward;
+    bzVec2 target;
+	float speed = 0;
+	float maxForce = 0;
+	bool turn;
+	
+	float enemyAngle;
+	
+	bzVec2 predictFuturePosition(float dt) {
+	    return (position + velocity * dt);
+    }
+}
+
+abstract class Ship
+{
+    bzWorld world;
+    bzBody rBody;
+    ShapeList shapes;
+    bzVec2 engineForce;
+    bzVec2 turnForce;
+    bzVec2 leftTurnPoint;
+    bzVec2 rightTurnPoint;
+	State state;
+	
+    float battery;
+    float crew;
+    
+    float maxLinVel = 50;
+    float maxAngVel = 2;
+    
+    this(bzWorld world) {
+        
+        this.world = world;
+        shapes = new ShapeList;
+    }
+
+    void thrust() {
+        rBody.force += engineForce.rotate(rBody.angle);
+    }
+
+    void turnLeft() {
+        
+        rBody.torque += bzCross(leftTurnPoint.rotate(rBody.angle), 
+                                turnForce.rotate(rBody.angle));
+    }
+    
+    void turnRight() {
+        
+        rBody.torque += bzCross(rightTurnPoint.rotate(rBody.angle), 
+                                turnForce.rotate(rBody.angle));
+    }
+    
+    void setPlanetGravity() {
+        float minRadius = 0.1;
+        float maxRadius = 10;
+        float strength = 4.0;
+        bzVec2 center = bzVec2(0,0);
+        auto attractor = new bzAttractor(rBody, center, strength, minRadius, maxRadius);
+        world.addForce(attractor);
+    }
+    
+    void limitVelocity() {
+        float vx = rBody.linearVelocity.x;
+        float vy = rBody.linearVelocity.y;
+        float av = rBody.angularVelocity;
+        rBody.linearVelocity.x = bzClamp(vx, -maxLinVel, maxLinVel);
+        rBody.linearVelocity.y = bzClamp(vy, -maxLinVel, maxLinVel);
+        rBody.angularVelocity = bzClamp(av, -maxAngVel, maxAngVel);
+    }
+    
+    void updateState() {
+    	state.velocity = rBody.linearVelocity;
+    	state.speed = state.velocity.length;
+    	state.position = rBody.position;
+    	state.forward = engineForce.rotate(rBody.angle);
+    }
+    
+}