1 /* 2 * BSD 3-Clause License 3 * 4 * Copyright (c) 2016, Mango-Engine Team 5 * All rights reserved. 6 * 7 * Redistribution and use in source and binary forms, with or without 8 * modification, are permitted provided that the following conditions are met: 9 * 10 * * Redistributions of source code must retain the above copyright notice, this 11 * list of conditions and the following disclaimer. 12 * 13 * * Redistributions in binary form must reproduce the above copyright notice, 14 * this list of conditions and the following disclaimer in the documentation 15 * and/or other materials provided with the distribution. 16 * 17 * * Neither the name of the copyright holder nor the names of its 18 * contributors may be used to endorse or promote products derived from 19 * this software without specific prior written permission. 20 * 21 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 22 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 23 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 24 * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE 25 * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 26 * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR 27 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER 28 * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, 29 * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 30 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 31 */ 32 module mango_engine.world; 33 34 import mango_engine.game; 35 import mango_engine.event.core; 36 import mango_engine.graphics.model; 37 38 //import std.math; 39 40 /// Represents an object in the world. 41 class WorldObject { 42 private shared GameManager _game; 43 44 private shared Model _model; 45 46 private shared float _velocityX = 0f; 47 private shared float _velocityY = 0f; 48 49 @property GameManager game() @trusted nothrow { return cast(GameManager) this._game; } 50 51 @property Model model() @trusted nothrow { return cast(Model) this._model; } 52 53 /// Get this object's X velocity. 54 @property float velocityX() @safe nothrow { return this._velocityX; } 55 /// Set this object's X velocity. 56 @property void velocityX(float vx) @safe nothrow { this._velocityX = vx; } 57 /// Get this object's Y velocity. 58 @property float velocityY() @safe nothrow { return this._velocityY; } 59 /// Set this object's Y velocity. 60 @property void velocityY(float vy) @safe nothrow { this._velocityY = vy; } 61 62 this(GameManager game, Model model) @trusted { 63 this._game = cast(shared) game; 64 this._model = cast(shared) model; 65 this.game.eventManager.registerEventHook(TickEvent.classinfo.name, EventHook(&this.update, false)); 66 } 67 68 private void update(Event e) @system { 69 debug { 70 import std.stdio; 71 //writeln("ive been called 2"); 72 } 73 Vertex[] newVerticies = new Vertex[this.model.getVertices().length]; 74 for(size_t i = 0; i < this.model.getVertices().length; i++) { 75 newVerticies[i] = this.model.getVertex(i); // getVertex duplicates the vertex 76 77 newVerticies[i].x += velocityX; 78 newVerticies[i].y += velocityY; 79 } 80 81 this.model.replaceVertices(newVerticies); 82 } 83 84 bool checkCollision(WorldObject otherObject) @safe { 85 if(otherObject.model.getVertices().length != 4 || model.getVertices().length != 4) { 86 throw new Exception("Object is not a rectangle, collision not implemented."); 87 } 88 89 float d1x = otherObject.model.getVertex(2).x - model.getVertex(1).x; 90 float d1y = otherObject.model.getVertex(2).y - model.getVertex(1).y; 91 float d2x = model.getVertex(2).x - otherObject.model.getVertex(1).x; 92 float d2y = model.getVertex(2).y - otherObject.model.getVertex(1).y; 93 94 if (d1x > 0.0f || d1y > 0.0f) 95 return false; 96 97 if (d2x > 0.0f || d2y > 0.0f) 98 return false; 99 100 return true; 101 } 102 }