35 lines
1.5 KiB
Nim
35 lines
1.5 KiB
Nim
import
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sfml, chipmunk,
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sg_assets, sfml_stuff#, "../keineschweine"
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proc accel*(obj: PVehicle, dt: float) =
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#obj.velocity += vec2f(
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# cos(obj.angle) * obj.record.handling.thrust.float * dt,
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# sin(obj.angle) * obj.record.handling.thrust.float * dt)
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obj.body.applyImpulse(
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vectorForAngle(obj.body.getAngle()) * dt * obj.record.handling.thrust,
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VectorZero)
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proc reverse*(obj: PVehicle, dt: float) =
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#obj.velocity += vec2f(
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# -cos(obj.angle) * obj.record.handling.reverse.float * dt,
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# -sin(obj.angle) * obj.record.handling.reverse.float * dt)
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obj.body.applyImpulse(
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-vectorForAngle(obj.body.getAngle()) * dt * obj.record.handling.reverse,
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VectorZero)
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proc strafe_left*(obj: PVehicle, dt: float) =
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obj.body.applyImpulse(
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vectorForAngle(obj.body.getAngle()).perp() * obj.record.handling.strafe * dt,
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VectorZero)
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proc strafe_right*(obj: PVehicle, dt: float) =
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obj.body.applyImpulse(
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vectorForAngle(obj.body.getAngle()).rperp() * obj.record.handling.strafe * dt,
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VectorZero)
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proc turn_right*(obj: PVehicle, dt: float) =
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#obj.angle = (obj.angle + (obj.record.handling.rotation.float / 10.0 * dt)) mod TAU
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obj.body.setTorque(obj.record.handling.rotation)
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proc turn_left*(obj: PVehicle, dt: float) =
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#obj.angle = (obj.angle - (obj.record.handling.rotation.float / 10.0 * dt)) mod TAU
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obj.body.setTorque(-obj.record.handling.rotation)
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proc offsetAngle*(obj: PVehicle): float {.inline.} =
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return (obj.record.anim.angle + obj.body.getAngle())
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