ALTERNATIVE physics
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b5794d5543
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2 changed files with 75 additions and 52 deletions
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@ -56,16 +56,18 @@ local lift = function(angle)
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return 1.68429 * math.exp(-math.pow(angle / math.pi * 180.0 -17.3801, 2.0) / (2.0 * math.pow(15.0, 2.0)))
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end
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local fwd_frict_coeff = 1.0
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local nor_frict_coeff = 2.0
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local tail_frict_coeff = 10.4
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local turn_speed = 2.0
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local wing_lift = 0.1 * 3
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local fwd_frict_coeff = 0.5
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local nor_frict_coeff = 0.5
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local tail_frict_coeff = 0.5
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local tail_area = 5.0
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local turn_speed = 1.0
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local wing_lift = 0.5
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local accel_speed = 400.0
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local decel_speed = 400.0
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local max_motorPower = ENGINE_MAX
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local plane_area = 10.0
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local head_area = 1.0
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local plane_area = 10.0
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local motor_speed_ratio = 100.0
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local explosionFrames = AnimationFrames("resources/graphics/explosion-%04d.png", 36, 15, true)
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@ -74,7 +76,7 @@ Plane = Class{
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frames = {},
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motorPower = 400,
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motorPower = INITIAL_ENGINE_SPEED,
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debugVectors = {},
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@ -103,13 +105,15 @@ Plane = Class{
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self.body:setAngle(math.atan2(yDir, xDir))
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-- self.body:setMassData(self.xsize / 2, self.ysize / 2, 440 * PIXELS_PER_METER, -1.0)
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-- self.body:setMassData(self.xsize / 2, 0, 430, 158194)
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self.body:setMassData(7, 5, 800, 558194.140625)
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self.body:setAngularDamping(0.1)
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self.fixture:setFriction(0)
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self.angle = 0
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--x 16 y 17.200000762939 mass 3520 inertia 1942476.875
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--x 0 y 0 mass 860.00006103516 inertia 158194.140625
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-- local x, y, mass, inertia = self.body:getMassData()
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local x, y, mass, inertia = self.body:getMassData()
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print("x", x, "y", y, "mass", mass, "inertia", inertia)
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for frame = 0,35 do
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@ -133,6 +137,7 @@ Plane = Class{
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die = function(self)
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self.health = 0
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self.machinegun:stopShooting()
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Animation(self.body:getX(), self.body:getY(), self.level, explosionFrames)
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self:getOwner():setPlane(nil)
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self:delete()
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@ -161,11 +166,13 @@ Plane = Class{
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end;
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shoot = function(self, down)
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if self.health > 0 then
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if down then
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self.machinegun:startShooting()
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else
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self.machinegun:stopShooting()
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end
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end
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end;
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wasHit = function(self)
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@ -174,7 +181,9 @@ Plane = Class{
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end;
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update = function(self, dt)
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self.debugVectors = {}
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local mass_x, mass_y, mass, inertia = self.body:getMassData()
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self.debug = {}
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PhysicsEntity.update(self, dt)
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self.machinegun:update(dt)
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@ -220,19 +229,26 @@ Plane = Class{
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local fwd_vel = VectorLight.dot(vel_x, vel_y, fwd_x, fwd_y)
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local normal_vel = VectorLight.dot(vel_x, vel_y, normal_x, normal_y)
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-- print("fwd_vel", fwd_vel, "normal_vel", normal_vel, "vel_x", vel_x, "vel_y", vel_y, "normal_x", normal_x, "normal_y", normal_y)
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table.insert(self.debugVectors, DebugVector("vel", self.body:getX(), self.body:getY(), vel_x, vel_y))
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table.insert(self.debugVectors, DebugVector("fwd", self.body:getX(), self.body:getY(), fwd_x, fwd_y))
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table.insert(self.debugVectors, DebugVector("normal", self.body:getX(), self.body:getY(), normal_x, normal_y))
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table.insert(self.debug, DebugVector("vel", self.body:getX(), self.body:getY(), vel_x, vel_y))
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table.insert(self.debug, DebugVector("fwd", self.body:getX(), self.body:getY(), fwd_x, fwd_y))
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table.insert(self.debug, DebugVector("normal", self.body:getX(), self.body:getY(), normal_x, normal_y))
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local tail_speed = self.body:getAngularVelocity() * math.pi * 2.0 * self.xsize / 2.0
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local tail_speed = self.body:getAngularVelocity() * math.pi * 2.0 * self.xsize / 2.0 / PIXELS_PER_METER
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-- print("angular velocity", self.body:getAngularVelocity())
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local tail_vel = to_base(0, tail_speed) -- hmm?! not tail_speed, 0?
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local abs_tail_vel_x, abs_tail_vel_y = VectorLight.add(vel_x, vel_y, tail_vel[1][1], tail_vel[2][1])
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table.insert(self.debugVectors, DebugVector("tail", self.body:getX(), self.body:getY(), tail_vel[1][1], tail_vel[2][1]))
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-- table.insert(self.debug, DebugVector("tail", self.body:getX(), self.body:getY(), tail_vel[1][1], tail_vel[2][1]))
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--print("absolute tail veloicty: ", abs_tail_vel_x, abs_tail_vel_y)
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local head_angle = self.angle
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local rel_force = function(label, force_x, force_y, rel_at_x, rel_at_y)
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if label == "turn" or
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label == "lift" or
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label == "hddrag" or
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label == "airdrag" or
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label == "tf" or
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label == "motor" then
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-- rdx, rdy = VectorLight.add(rdx, rdy, self.body:getX(), self.body:getY())
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local base_force = to_base(force_x, force_y)
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local base_rel_at = to_base(rel_at_x, rel_at_y)
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@ -248,7 +264,8 @@ Plane = Class{
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-- print("base_force", base_force[1][1], base_force[2][1])
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-- print("base_force'", Matrix.tostring(base_force))
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table.insert(self.debugVectors, DebugVector(label, base_rel_at_x, base_rel_at_y, base_force[1][1], base_force[2][1]))
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table.insert(self.debug, DebugVector(label, base_rel_at_x, base_rel_at_y, base_force[1][1], base_force[2][1]))
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end
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end
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local speed_angle
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@ -267,14 +284,16 @@ Plane = Class{
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air_wing_angle = tmp
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end
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local lift_coeff = lift(air_wing_angle)
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local lift_coeff = lift(-air_wing_angle)
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-- print("lift coeff: ", lift_coeff)
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-- motor
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local dx, dy = VectorLight.rotate(self.angle, self.motorPower * 10.0 * PIXELS_PER_METER, 0)
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self.body:applyForce(dx, dy);
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-- table.insert(self.debugVectors, DebugVector(self.body:getX(), self.body:getY(), dx, dy))
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rel_force("motor",
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self.motorPower * motor_speed_ratio * PIXELS_PER_METER, 0,
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mass_x + 0.2, mass_y + 0.4)
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--self.body:applyForce(dx, dy);
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-- table.insert(self.debug, DebugVector(self.body:getX(), self.body:getY(), dx, dy))
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-- (* self#add_force "fwddrag" *)
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-- (* (Gg.V2.smul (fwd_frict_coeff *. fwd_vel ** 2.0 *. head_area) (V.unit (negate vel))) *)
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@ -285,14 +304,13 @@ Plane = Class{
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-- Air friction (and drag?) opposes movement towards plane velocity normal also
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-- hdd drag
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local hddrag_x, hddrag_y = VectorLight.mul(nor_frict_coeff * math.pow(normal_vel, 2.0) * plane_area * sign(normal_vel), 0, -1.0)
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local b = to_base(-1.0, 0.0)
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rel_force("hddrag", hddrag_x, hddrag_y, -self.xsize / 2, 0);
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-- self.body:applyForce(hddrag_x, hddrag_y, b[1][1], b[2][1])
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rel_force("hddrag", hddrag_x, hddrag_y, mass_x, mass_y);
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local lift_x, lift_y = VectorLight.mul(wing_lift * math.pow(fwd_vel, 2.0) * lift_coeff, 0, -1)
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rel_force("lift", lift_x, lift_y, self.xsize * 0.8, 0)
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rel_force("lift", lift_x, lift_y, mass_x, mass_y)
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local tail_frict = tail_frict_coeff * math.pow(tail_speed, 2.0) * sign(tail_speed)
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local tail_frict = tail_area * tail_frict_coeff * math.pow(normal_vel, 2.0) * -sign(normal_vel)
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-- print("tail_speed", tail_speed)
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rel_force("tf", 0, tail_frict, -self.xsize / 2, 0)
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-- if self.turningCcw then
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@ -301,21 +319,28 @@ Plane = Class{
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-- dx, dy = VectorLight.rotate(self.angle, 0, -50000)
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-- end
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if self.turningCcw then
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dx, dy = 0, -turn_speed
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elseif self.turningCw then
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dx, dy = 0, turn_speed
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elseif self.turningCw then
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dx, dy = 0, -turn_speed
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end
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if self.turningCw or self.turningCcw then
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dx, dy = VectorLight.mul(turn_speed * math.pow(fwd_vel, 2.0) * sign(fwd_vel), dx, dy)
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dx, dy = VectorLight.mul(turn_speed * math.pow(fwd_vel, 2.0) -- * sign(fwd_vel)
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, dx, dy)
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-- dx, dy = VectorLight.mul(turn_speed * 10000 -- * sign(fwd_vel)
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-- , dx, dy)
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-- print("dx", dx, "dy", dy, "tail_speed", tail_speed)
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-- self.body:applyForce(dx, dy, self.body:getX() + rdx, self.body:getY() + rdy)
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rel_force("turn", dx, dy, -0.4 * self.xsize, 0);
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end
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-- print(dx, dy)
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-- table.insert(self.debugVectors, DebugVector(self.x + width / 2, self.y + height / 2, 0, -100))
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-- table.insert(self.debugVectors, DebugVector(self.x, self.y, -100, 0))
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-- table.insert(self.debugVectors, DebugVector(self.x + 55, self.y + 10, dx, dy)
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-- table.insert(self.debug, DebugVector(self.x + width / 2, self.y + height / 2, 0, -100))
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-- table.insert(self.debug, DebugVector(self.x, self.y, -100, 0))
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-- table.insert(self.debug, DebugVector(self.x + 55, self.y + 10, dx, dy)
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local xy = to_base(mass_x, mass_y)
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local x, y = VectorLight.add(xy[1][1], xy[2][1], self.body:getX(), self.body:getY())
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table.insert(self.debug, DebugCircle("mc", x, y))
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end;
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draw = function(self)
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@ -334,11 +359,8 @@ Plane = Class{
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end
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love.graphics.pop()
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drawDebug(self.debugVectors)
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if self.powerupmode ~= nil then
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self.powerupmode:draw(self.body:getX(), self.body:getY())
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end
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drawDebug(self.debug)
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end
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end;
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@ -33,9 +33,10 @@ SCOREBOARD_WIDTH = 250
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SCOREBOARD_HEIGHT = 125
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SCOREBOARD_MARGIN = 20
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ENGINE_MAX = 1000
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ENGINE_MAX = 500
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INITIAL_PLANE_SPEED = 1000
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INITIAL_PLANE_SPEED = 500
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INITIAL_ENGINE_SPEED = 300
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HIT_SCORE = 1
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KILL_SCORE = 10
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