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spaceshipsim/src/ship.cpp
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2026-07-09 11:50:45 +02:00
/*
* Copyright (C) 2018,2026 Ortega Froysa, Nicolás <nicolas@ortegas.org>
* Author: Ortega Froysa, Nicolás <nicolas@ortegas.org>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ship.h"
#include "event_manager.h"
#include "globals.h"
#include <cmath>
#include <cassert>
#include <allegro5/allegro_primitives.h>
#define SHIP_RADIUS 10.0f // radius of the ship in pixels
Ship::Ship(const float x, const float y) :
pos(x, y), vel(0, 0), direction(0)
{}
void Ship::update(const Vec<float> &grav) {
if(key_is_down(KEY_RIGHT))
this->direction += TURN_ACCEL;
if(key_is_down(KEY_LEFT))
this->direction -= TURN_ACCEL;
// keep direction within bounds
if(this->direction >= M_PI * 2)
this->direction -= M_PI * 2;
else if(this->direction < 0)
this->direction += M_PI * 2;
if(key_is_down(KEY_UP)) {
this->vel.x += cos(this->direction) * ACCEL;
this->vel.y += sin(this->direction) * ACCEL;
}
if(key_is_down(KEY_DOWN)) {
// moving backwards is slower than moving forward
this->vel.x -= cos(this->direction) * (ACCEL / 2);
this->vel.y -= sin(this->direction) * (ACCEL / 2);
}
// Apply gravitational acceleration
this->vel += grav;
this->pos += this->vel;
}
void Ship::draw() const {
const float x0 = this->pos.x + (cos(this->direction) * SHIP_RADIUS);
const float y0 = this->pos.y + (sin(this->direction) * SHIP_RADIUS);
const float x1 = this->pos.x + (cos(this->direction + M_PI * 0.8f) * SHIP_RADIUS);
const float y1 = this->pos.y + (sin(this->direction + M_PI * 0.8f) * SHIP_RADIUS);
const float x2 = this->pos.x + (cos(this->direction + M_PI * 1.2f) * SHIP_RADIUS);
const float y2 = this->pos.y + (sin(this->direction + M_PI * 1.2f) * SHIP_RADIUS);
al_draw_filled_triangle(x0, y0, x1, y1, x2, y2,
al_map_rgb(0xFF, 0x0, 0x0));
}