cs381/as6/Components.hpp

185 lines
4.8 KiB
C++

#pragma once
#include "Entity.hpp"
#include "raylib.h"
#include <algorithm>
#include <cmath>
struct TransformComponent : public Component {
float x = 0.0f;
float y = 0.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct PhysicsComponent : public Component {
float vx = 0.0f;
float vy = 0.0f;
float speedCap = 400.0f;
void Setup() override {}
void Update(float dt) override {
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) {
return;
}
const float speed = std::sqrt(vx * vx + vy * vy);
if (speed > speedCap && speed > 0.0f) {
const float scale = speedCap / speed;
vx *= scale;
vy *= scale;
}
transform->get().x += vx * dt;
transform->get().y += vy * dt;
}
void Cleanup() override {}
};
struct GravityWellComponent : public Component {
float mass = 150000.0f;
float minDist = 30.0f;
bool active = false;
float followLerp = 12.0f;
void Setup() override {}
void Update(float dt) override {
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) {
return;
}
// TODO: use buffered input
active = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
const Vector2 mouse = GetMousePosition();
auto &t = transform->get();
const float blend = std::clamp(followLerp * dt, 0.0f, 1.0f);
t.x += (mouse.x - t.x) * blend;
t.y += (mouse.y - t.y) * blend;
}
void Cleanup() override {}
};
struct GravityReceiverComponent : public Component {
Entity *well = nullptr;
bool inVoid = false;
void Setup() override {}
void Update(float dt) override {
(void)inVoid;
if (!well) {
return;
}
auto myTransform = entity->GetComponent<TransformComponent>();
auto physics = entity->GetComponent<PhysicsComponent>();
auto wellTransform = well->GetComponent<TransformComponent>();
auto wellGravity = well->GetComponent<GravityWellComponent>();
if (!myTransform || !physics || !wellTransform || !wellGravity) {
return;
}
if (!wellGravity->get().active) {
return;
}
const float dx = wellTransform->get().x - myTransform->get().x;
const float dy = wellTransform->get().y - myTransform->get().y;
const float dist = std::sqrt(dx * dx + dy * dy);
if (dist <= 0.0001f) {
return;
}
const float clampedDist = std::max(dist, wellGravity->get().minDist);
const float force = wellGravity->get().mass / (clampedDist * clampedDist);
const float nx = dx / dist;
const float ny = dy / dist;
physics->get().vx += nx * force * dt;
physics->get().vy += ny * force * dt;
}
void Cleanup() override {}
};
struct ColliderComponent : public Component {
float radius = 8.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct ScrollComponent : public Component {
float scrollX = 0.0f;
float speed = 2.0f;
float accel = 0.018f;
void Setup() override {}
void Update(float dt) override {
speed += accel * dt;
scrollX += speed * dt * 60.0f;
}
void Cleanup() override {}
};
struct ScrollableComponent : public Component {
float worldX = 0.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct SpawnComponent : public Component {
float cursorWX = 0.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct TrailComponent : public Component {
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct ProjectionComponent : public Component {
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct MeterComponent : public Component {
float value = 60.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct HudComponent : public Component {
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct RenderComponent : public Component {
virtual void Draw() {}
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct NullZoneComponent : public Component {
float width = 70.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct CollectibleComponent : public Component {
bool collected = false;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};