Pinball/src/pinball_entities.h

212 lines
5.0 KiB
C++

#ifndef PINBALL_ENTITIES_H
#define PINBALL_ENTITIES_H
#include "gint/defs/types.h"
#include "gint/display-cg.h"
#include "stdint-gcc.h"
#include "utilities.h"
#include "vector2D.h"
#include <num/num.h>
#include <vector>
#include <azur/azur.h>
#include <azur/gint/render.h>
enum {
LEFT = 0,
RIGHT = 1,
};
class Ball {
public:
Ball(libnum::num32 radius, libnum::num32 mass, Vector2D pos, Vector2D vel,
libnum::num32 restitution, uint16_t color) {
this->radius = radius;
this->mass = mass;
this->pos = pos.Clone();
this->vel = vel.Clone();
this->restitution = restitution;
this->color = color;
}
~Ball() {}
void Render() {
azrp_filledcircle(CX(this->pos), CY(this->pos), CR(this->radius),
this->color);
}
void Simulate(libnum::num32 dt, Vector2D gravity) {
this->vel.Add(gravity, dt);
this->pos.Add(this->vel, dt);
}
libnum::num32 radius, mass, restitution;
Vector2D pos, vel;
uint16_t color;
};
class Obstacle {
public:
Obstacle(libnum::num32 radius, Vector2D pos, libnum::num32 pushVel,
uint16_t color, uint16_t points) {
this->radius = radius;
this->pos = pos.Clone();
this->pushVel = pushVel;
this->color = color;
this->points = points;
}
~Obstacle() {}
Obstacle() {}
void Render() {
azrp_filledcircle(CX(this->pos), CY(this->pos), CR(this->radius),
this->color);
}
libnum::num32 radius, pushVel;
Vector2D pos;
uint16_t color;
uint16_t points;
};
class Target {
public:
Target(libnum::num32 radius, Vector2D pos, uint16_t color, uint16_t points) {
this->radius = radius;
this->pos = pos.Clone();
this->color = color;
this->points = points;
}
~Target() {}
void Render() {
azrp_circle(CX(this->pos), CY(this->pos), CR(this->radius), this->color);
}
libnum::num32 radius;
Vector2D pos;
uint16_t color;
uint16_t points;
};
class Flipper {
public:
Flipper(libnum::num32 radius, Vector2D pos, libnum::num32 length,
libnum::num32 restAngle, libnum::num32 maxRotation,
libnum::num32 angularVelocity, libnum::num32 restitution,
uint8_t side, uint16_t color) {
this->radius = radius;
this->pos = pos.Clone();
this->length = length;
this->restAngle = restAngle;
this->maxRotation = ABS(maxRotation);
this->sign = SIGN(maxRotation);
this->angularVelocity = angularVelocity;
this->rotation = libnum::num32(0);
this->currentAngularVelocity = libnum::num32(0);
this->touchIdentifier = libnum::num32(-1);
this->side = side;
this->color = color;
}
void Simulate(libnum::num32 dt) {
libnum::num32 prevRotation = this->rotation;
bool pressed = this->touchIdentifier >= 0;
if (pressed)
this->rotation =
MIN(this->rotation + dt * this->angularVelocity, this->maxRotation);
else
this->rotation =
MAX(this->rotation - dt * this->angularVelocity, libnum::num(0.0));
this->currentAngularVelocity =
this->sign * (this->rotation - prevRotation) / dt;
}
Vector2D getTip() {
libnum::num32 angle = this->restAngle + this->sign * this->rotation;
Vector2D D(COS(angle), SIN(angle));
Vector2D tip = this->pos.Clone();
tip.Add(D, this->length);
return tip;
}
void Render() {
Vector2D start = this->pos;
Vector2D end = this->getTip();
Vector2D SE;
SE.Set(end - start);
Vector2D Norm;
Norm.Set(SE.PerpCW());
Norm.Normalise();
Vector2D A = start.Clone();
A.Add(Norm, this->radius);
Vector2D B = end.Clone();
B.Add(Norm, this->radius);
Vector2D C = end.Clone();
C.Add(Norm, -this->radius);
Vector2D D = start.Clone();
D.Add(Norm, -this->radius);
int Xpoly[4] = {CX(A), CX(B), CX(C), CX(D)};
int Ypoly[4] = {CY(A), CY(B), CY(C), CY(D)};
azrp_filledpoly(Xpoly, Ypoly, 4, this->color);
azrp_filledcircle(CX(start), CY(start), CR(this->radius), this->color);
azrp_filledcircle(CX(end), CY(end), CR(this->radius), this->color);
azrp_line(CX(start), CY(start), CX(end), CY(end), this->color);
}
libnum::num32 radius;
Vector2D pos;
libnum::num32 length;
libnum::num32 restAngle;
libnum::num32 maxRotation;
libnum::num32 sign;
libnum::num32 angularVelocity;
libnum::num32 rotation;
libnum::num32 currentAngularVelocity;
libnum::num32 touchIdentifier;
uint8_t side;
uint16_t color;
};
struct Scene {
Vector2D gravity;
libnum::num32 dt;
uint32_t score;
bool pause;
std::vector<Vector2D> borders;
std::vector<Ball> balls;
std::vector<Obstacle> obstacles;
std::vector<std::vector<Vector2D>> islands;
std::vector<Flipper> flippers;
bopti_image_t *sideimage;
bool has_locker;
std::vector<Vector2D> locker;
bool locker_is_enabled;
std::vector<Target> Locker_enabler;
};
void CollectionRender( std::vector <Vector2D> collection, uint16_t color )
{
int mod = collection.size();
for (int i = 0; i < mod; i++)
azrp_line(CX(collection[i]), CY(collection[i]),
CX(collection[(i + 1) % mod]),
CY(collection[(i + 1) % mod]), color );
}
#endif