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-rw-r--r--src/crepe/api/Rigidbody.h4
-rw-r--r--src/crepe/system/PhysicsSystem.cpp4
-rw-r--r--src/example/game.cpp13
3 files changed, 10 insertions, 11 deletions
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 9cdf3f5..14b183b 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -109,8 +109,8 @@ public:
*
* \{
*/
- //! Angular velocity of the object, representing the rate of rotation (in radians per second).
- float angular_velocity = 1;
+ //! Angular velocity of the object, representing the rate of rotation (in degrees).
+ float angular_velocity = 0;
//! Maximum angular velocity of the object. This limits the maximum rate of rotation.
float max_angular_velocity = INFINITY;
//! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping.
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index f3833cb..b5da042 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -31,10 +31,10 @@ void PhysicsSystem::update() {
* gravity);
}
// Add damping
- if (rigidbody.data.angular_velocity_coefficient != 1 && rigidbody.data.angular_velocity_coefficient > 0) {
+ if (rigidbody.data.angular_velocity_coefficient > 0) {
rigidbody.data.angular_velocity *= rigidbody.data.angular_velocity_coefficient;
}
- if (rigidbody.data.linear_velocity_coefficient != vec2{1, 1} && rigidbody.data.linear_velocity_coefficient.x > 0 && rigidbody.data.linear_velocity_coefficient.y > 0) {
+ if (rigidbody.data.linear_velocity_coefficient.x > 0 && rigidbody.data.linear_velocity_coefficient.y > 0) {
rigidbody.data.linear_velocity *= rigidbody.data.linear_velocity_coefficient;
}
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 4e16d4a..5e3fab7 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -52,11 +52,11 @@ public:
.constraints = {0, 0, 0},
.offset = {0,0}
});
- world.add_component<BoxCollider>(vec2{0, 0-(screen_size_height/2+world_collider/2)}, world_collider, world_collider);; // Top
- world.add_component<BoxCollider>(vec2{0, screen_size_height/2+world_collider/2}, world_collider, world_collider); // Bottom
- world.add_component<BoxCollider>(vec2{0-(screen_size_width/2+world_collider/2), 0}, world_collider, world_collider); // Left
- world.add_component<BoxCollider>(vec2{screen_size_width/2+world_collider/2, 0}, world_collider, world_collider); // right
-
+ world.add_component<BoxCollider>(vec2{0, 0-(screen_size_height/2+world_collider/2)}, vec2{world_collider, world_collider});; // Top
+ world.add_component<BoxCollider>(vec2{0, screen_size_height/2+world_collider/2}, vec2{world_collider, world_collider}); // Bottom
+ world.add_component<BoxCollider>(vec2{0-(screen_size_width/2+world_collider/2), 0}, vec2{world_collider, world_collider}); // Left
+ world.add_component<BoxCollider>(vec2{screen_size_width/2+world_collider/2, 0}, vec2{world_collider, world_collider}); // right
+ world.add_component<Camera>(Color::WHITE, ivec2{640, 480},vec2{640, 480}, 1.0f);
GameObject game_object1 = mgr.new_object("Name", "Tag", vec2{screen_size_width/2, screen_size_height/2}, 0, 1);
game_object1.add_component<Rigidbody>(Rigidbody::Data{
@@ -68,11 +68,10 @@ public:
.elastisity_coefficient = 1,
.offset = {0,0},
});
- game_object1.add_component<BoxCollider>(vec2{0, 0}, 20, 20);
+ game_object1.add_component<BoxCollider>(vec2{0, 0}, vec2{20, 20});
game_object1.add_component<BehaviorScript>().set_script<MyScript>();
auto img = Texture("asset/texture/green_square.png");
game_object1.add_component<Sprite>(img, color, Sprite::FlipSettings{false, false}, 1, 1, 500);
- game_object1.add_component<Camera>(Color::WHITE, ivec2{1080, 720},vec2{2000, 2000}, 1.0f);
}
string get_name() const { return "scene1"; }