better bouncing finally
This commit is contained in:
parent
f5770cd4e0
commit
49a57a6e5d
87
bullet.lua
87
bullet.lua
@ -1,7 +1,9 @@
|
||||
Bullet = Object:extend()
|
||||
cos = math.cos
|
||||
sin = math.sin --optimisation
|
||||
pi = math.pi
|
||||
local pi = math.pi
|
||||
local cos = math.cos
|
||||
local sin = math.sin
|
||||
local atan = math.atan
|
||||
local deg = math.deg
|
||||
|
||||
function Bullet:new(x, y, p, speed, rotation)
|
||||
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.collider = World:newCircleCollider(x, y, 10)
|
||||
--self.collider = World:newRectangleCollider(x, y, 10, 10)
|
||||
--self.collider:setType("")
|
||||
self.collider:setFixedRotation(true)
|
||||
self.collider:setPosition(self.x, self.y)
|
||||
|
||||
self.bounce = 0 -- how many times this bullet has bounced
|
||||
|
||||
if self.p == 1 then
|
||||
self.collider:setCollisionClass("Bullet1")
|
||||
elseif self.p == 2 then
|
||||
@ -31,35 +37,70 @@ function Bullet:new(x, y, p, speed, rotation)
|
||||
end
|
||||
|
||||
function Bullet:update(dt)
|
||||
--If a bullet hits a wall, make it bounce off the wall and change its rotation
|
||||
if self.p == 1 then
|
||||
if self.collider:enter("Wall") then
|
||||
--calculate normal of the wall
|
||||
--calculate the angle of reflection
|
||||
local angle = (math.atan2(dx, dy))
|
||||
--get normal of the wall without using getNormal()
|
||||
-- Calculate the velocity
|
||||
local dx = math.cos(self.rotation) * self.speed * dt
|
||||
local dy = math.sin(self.rotation) * self.speed * dt
|
||||
|
||||
----TODO: fix this
|
||||
-- Check for collisions
|
||||
if self.collider:enter("Wall") then
|
||||
self.bounce = self.bounce + 1
|
||||
|
||||
--set the new angle
|
||||
self.rotation = angle
|
||||
self.collider:setAngle(self.rotation)
|
||||
end
|
||||
dx = cos(self.rotation) * self.speed * dt
|
||||
dy = sin(self.rotation) * self.speed * dt
|
||||
self.collider:setLinearVelocity(dx, dy)
|
||||
-- Get the collision normal
|
||||
local collision_data = self.collider:getEnterCollisionData("Wall")
|
||||
local contact = collision_data.contact
|
||||
local normal_x, normal_y = contact:getNormal()
|
||||
|
||||
-- Debug print to verify normal values
|
||||
--print("---------------------------------")
|
||||
--print("Collision detected!")
|
||||
--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
|
||||
|
||||
if self.p == 2 then
|
||||
local dx = cos(self.rotation) * self.speed * dt
|
||||
local dy = sin(self.rotation) * self.speed * dt
|
||||
self.collider:setLinearVelocity(dx, dy)
|
||||
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.y = self.collider:getY()
|
||||
end
|
||||
]]
|
||||
|
||||
function Bullet:draw()
|
||||
for _, _ in ipairs(Bullets1) do
|
||||
love.graphics.draw(
|
||||
|
Loading…
x
Reference in New Issue
Block a user