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