306 lines
11 KiB
Lua
306 lines
11 KiB
Lua
Class = require 'hump.class'
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require 'entities/physicsentity'
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require 'settings'
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require 'entities/debug'
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require 'entities/animation'
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Matrix = require 'matrix'
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VectorLight = require 'hump/vector-light'
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require 'utils'
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require 'machinegun'
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local function sign(v)
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if v >= 0 then
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return 1
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else
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return -1
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end
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end
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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 accel_speed = 100.0
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local decel_speed = 200.0
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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 explosionFrames = AnimationFrames("resources/graphics/explosion-%04d.png", 36, 15)
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Plane = Class{
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__includes = PhysicsEntity,
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frames = {},
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motorPower = 400,
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debugVectors = {},
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turningCw = false,
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turningCcw = false,
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accelerating = false,
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decelerating = false,
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goingRight = true, -- the plane is upside up and going right (or upside down and going left)
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init = function(self, x, y, xDir, yDir, level)
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local density = 50
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PhysicsEntity.init(self, x, y, level, "dynamic", 0.2)
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self.level = level
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self.xsize = 4.0 * PIXELS_PER_METER
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self.ysize = 4.3 * PIXELS_PER_METER
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self.shape = love.physics.newRectangleShape(self.xsize, self.ysize)
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PhysicsEntity.attachShape(self, density)
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self.body:setX(self.x + self.xsize / 2)
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self.body:setY(self.y - self.ysize / 2)
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self.body:setLinearVelocity(xDir, yDir)
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self.goingRight = xDir >= 0
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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.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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print("x", x, "y", y, "mass", mass, "inertia", inertia)
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for frame = 0,35 do
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self.frames[frame] = love.graphics.newImage(string.format("resources/graphics/plane-%04d.png", frame))
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end
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self.quad = love.graphics.newQuad(0, 0, self.xsize, self.ysize, self.frames[0]:getWidth(), self.frames[0]:getHeight())
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self.machinegun = MachineGun(self, PLANE_DEFAULT_GUN)
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self.health = PLANE_HEALTH
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self.powerupmode = nil
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end;
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receiveDamage = function(self, amount)
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local oldHealth = self.health
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self.health = math.max(0, self.health - amount);
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if oldHealth > 0 and self.health == 0 then
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self:die();
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end
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end;
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die = function(self)
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self.health = 0
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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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end;
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getGunPosition = function(self)
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local x = self.body:getX()
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local y = self.body:getY()
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local pos = rad_dist_to_xy(self.angle, self.xsize / 2)
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return {x + pos[1], y + pos[2]}
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end;
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setPowerUpMode = function(self, powerupmode)
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print("Got powerup!")
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self.powerupmode = powerupmode
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self.powerupmode:activate(self)
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end;
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accelerate = function(self, down)
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self.accelerating = down
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end;
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decelerate = function(self, down)
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self.decelerating = down
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end;
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shoot = function(self, down)
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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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update = function(self, dt)
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self.debugVectors = {}
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PhysicsEntity.update(self, dt)
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self.machinegun:update(dt)
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if self.body:getY() < 0 then
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self.motorPower = 0
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end
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if self.powerupmode ~= nil then
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self.powerupmode:update(dt)
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end
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self.x, self.y = self.fixture:getBoundingBox()
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self.angle = self.body:getAngle()
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local vel_x, vel_y = self.body:getLinearVelocity()
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local abs_vel = VectorLight.len(vel_x, vel_y)
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if self.accelerating then
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self.motorPower = math.min(max_motorPower, self.motorPower + dt * accel_speed)
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end
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if self.decelerating then
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self.motorPower = math.max(0.0, self.motorPower - dt * accel_speed)
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end
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-- -- local base =
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-- let base = V.base (V.vec_of_ang (~-(body#get_angle))) in
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local basde = Matrix{{math.cos(-self.angle),
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math.sin(-self.angle)},
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{math.cos(-self.angle + math.pi / 2),
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math.sin(-self.angle + math.pi / 2)}}
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local to_base = function(x, y)
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local m = Matrix.mul(basde, Matrix{{x}, {y}})
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-- print("to_base", x, y, "->", Matrix.tostring(m), " = ", m[1][1], m[2][1])
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return m
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end
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-- print("-")
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-- print(Matrix.tostring(base))
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local fwd_x, fwd_y = VectorLight.rotate(self.angle, 1, 0)
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local normal_x, normal_y = VectorLight.perpendicular(fwd_x, fwd_y)
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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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local tail_speed = self.body:getAngularVelocity() * math.pi * 2.0 * self.xsize / 2.0
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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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--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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-- 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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base_rel_at_x, base_rel_at_y = VectorLight.add(base_rel_at[1][1], base_rel_at[2][1], self.body:getX(), self.body:getY())
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self.body:applyForce(base_force[1][1], base_force[2][1], base_rel_at_x, base_rel_at_y)
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at_x, at_y = VectorLight.add(base_rel_at_x, base_rel_at_y, base_force[1][1], base_force[2][1])
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--print(at_x, at_y)
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-- print("base matrix", Matrix.tostring(base))
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-- print("force", force_x, force_y)
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-- print("force after transformation", Matrix.tostring(to_base(force_x, force_y)))
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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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end
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local speed_angle
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if abs_vel < 1.0 then
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speed_angle = head_angle
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else
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speed_angle = math.atan2(vel_y, vel_x)
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end
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local air_wing_angle
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local tmp
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tmp = head_angle - speed_angle
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if tmp > math.pi then
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air_wing_angle = tmp - 2.0 * math.pi
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else
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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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-- 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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-- (* 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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-- (* (to_base (Gg.V2.v 0.0 0.0)); *)
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local airdrag = -fwd_frict_coeff * math.pow(fwd_vel, 2.0) * head_area
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rel_force("airdrag", airdrag, 0, 0, 0.2 * self.ysize)
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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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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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local tail_frict = tail_frict_coeff * math.pow(tail_speed, 2.0) * sign(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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-- dx, dy = VectorLight.rotate(self.angle, 0, 50000)
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-- elseif self.turningCw then
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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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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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-- 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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end;
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draw = function(self)
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if self.health > 0 then
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PhysicsEntity.draw(self)
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love.graphics.push()
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if self.goingRight then
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love.graphics.translate(self.body:getX(), self.body:getY())
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love.graphics.scale(-1, 1)
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love.graphics.draw(self.frames[0], self.quad, 0, 0, -self.angle, 1, 1, self.xsize / 2, self.ysize / 2)
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else
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love.graphics.translate(self.body:getX(), self.body:getY())
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love.graphics.scale(-1, -1)
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love.graphics.draw(self.frames[0], self.quad, 0, 0, self.angle, 1, 1, self.xsize / 2, self.ysize / 2)
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end
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love.graphics.pop()
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drawDebug(self.debugVectors)
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end
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end;
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cw = function(self, isTurning)
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self.turningCw = isTurning
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end;
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ccw = function(self, isTurning)
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self.turningCcw = isTurning
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end;
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}
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