better bouncing finally

main
Simon Kellet 4 months ago
parent f5770cd4e0
commit 49a57a6e5d
  1. 87
      bullet.lua

@ -1,7 +1,9 @@
Bullet = Object:extend() Bullet = Object:extend()
cos = math.cos local pi = math.pi
sin = math.sin --optimisation local cos = math.cos
pi = math.pi local sin = math.sin
local atan = math.atan
local deg = math.deg
function Bullet:new(x, y, p, speed, rotation) function Bullet:new(x, y, p, speed, rotation)
self.image = love.graphics.newImage("assets/bullet.png") self.image = love.graphics.newImage("assets/bullet.png")
@ -20,9 +22,13 @@ function Bullet:new(x, y, p, speed, rotation)
self.originY = self.height / 2 self.originY = self.height / 2
self.collider = World:newCircleCollider(x, y, 10) self.collider = World:newCircleCollider(x, y, 10)
--self.collider = World:newRectangleCollider(x, y, 10, 10)
--self.collider:setType("")
self.collider:setFixedRotation(true) self.collider:setFixedRotation(true)
self.collider:setPosition(self.x, self.y) self.collider:setPosition(self.x, self.y)
self.bounce = 0 -- how many times this bullet has bounced
if self.p == 1 then if self.p == 1 then
self.collider:setCollisionClass("Bullet1") self.collider:setCollisionClass("Bullet1")
elseif self.p == 2 then elseif self.p == 2 then
@ -31,34 +37,69 @@ function Bullet:new(x, y, p, speed, rotation)
end end
function Bullet:update(dt) function Bullet:update(dt)
--If a bullet hits a wall, make it bounce off the wall and change its rotation -- Calculate the velocity
if self.p == 1 then local dx = math.cos(self.rotation) * self.speed * dt
if self.collider:enter("Wall") then local dy = math.sin(self.rotation) * self.speed * dt
--calculate normal of the wall
--calculate the angle of reflection
local angle = (math.atan2(dx, dy))
--get normal of the wall without using getNormal()
----TODO: fix this -- Check for collisions
if self.collider:enter("Wall") then
self.bounce = self.bounce + 1
--set the new angle -- Get the collision normal
self.rotation = angle local collision_data = self.collider:getEnterCollisionData("Wall")
self.collider:setAngle(self.rotation) local contact = collision_data.contact
end local normal_x, normal_y = contact:getNormal()
dx = cos(self.rotation) * self.speed * dt
dy = sin(self.rotation) * self.speed * dt
self.collider:setLinearVelocity(dx, dy)
end
if self.p == 2 then -- Debug print to verify normal values
local dx = cos(self.rotation) * self.speed * dt --print("---------------------------------")
local dy = sin(self.rotation) * self.speed * dt --print("Collision detected!")
self.collider:setLinearVelocity(dx, dy) --print("Normal X:", normal_x, "Normal Y:", normal_y)
--print("Initial Velocity X:", dx, "Initial Velocity Y:", dy)
--print("Initial Angle: ", self.rotation)
-- Reflect the velocity using the normal
local dot_product = dx * normal_x + dy * normal_y
dx = dx - 2 * dot_product * normal_x
dy = dy - 2 * dot_product * normal_y
--print("################################")
-- Debug print to verify reflected velocity
--print("Reflected Velocity X:", dx, "Reflected Velocity Y:", dy)
self.rotation = deg(atan(dy, dx))
-- Update the rotation based on the new velocity direction
--self.rotation = deg(atan(dy, dx))
--print("Reflected Angle (radians):", self.rotation)
--print("Reflected Angle (degrees):", self.rotation)
--print("---------------------------------")
end end
-- Set the linear velocity of the collider
self.collider:setLinearVelocity(dx, dy)
-- Update position
self.x = self.collider:getX()
self.y = self.collider:getY()
end
--[[
function Bullet:update(dt)
local normal_x, normal_y = 0, 0
local dx, dy = 0, 0
if self.p == 1 or self.p == 2 then
if self.collider:enter("Wall") then
self.collider:setLinearVelocity(dx, dy)
else
dx = cos(self.rotation) * self.speed * dt
dy = sin(self.rotation) * self.speed * dt
self.collider:setLinearVelocity(dx, dy)
end
end
-- Update position
self.x = self.collider:getX() self.x = self.collider:getX()
self.y = self.collider:getY() self.y = self.collider:getY()
end end
]]
function Bullet:draw() function Bullet:draw()
for _, _ in ipairs(Bullets1) do for _, _ in ipairs(Bullets1) do

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