Sun just added more mass christmas fatass

main
Cameron Murphy Reikes 2 years ago
parent c546f5214c
commit 7b2b09c42f

@ -1805,6 +1805,15 @@ float batteries_use_energy(GameState *gs, Entity *grid, float *energy_left_over,
return energy_to_use;
}
float sun_dist_no_gravity()
{
// return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass;
// 0.01f = (GRAVITY_CONSTANT * (SUN_MASS / (distance_sqr)));
// 0.01f / GRAVITY_CONSTANT = SUN_MASS / distance_sqr;
// distance = sqrt( SUN_MASS / (0.01f / GRAVITY_CONSTANT) )
return sqrtf( SUN_MASS / (GRAVITY_SMALLEST / GRAVITY_CONSTANT) );
}
float entity_mass(Entity *m)
{
if (m->body != NULL)
@ -1818,27 +1827,44 @@ float entity_mass(Entity *m)
}
}
float sun_gravity_accel_at_point(V2 p, Entity *entity_with_gravity)
V2 sun_gravity_accel_for_entity(Entity *entity_with_gravity)
{
if (V2length(V2sub(p, SUN_POS)) > SUN_NO_MORE_ELECTRICITY_OR_GRAVITY)
return 0.0f;
if (V2length(V2sub(entity_pos(entity_with_gravity), SUN_POS)) > sun_dist_no_gravity())
return (V2){0};
V2 rel_vector = V2sub(entity_pos(entity_with_gravity), SUN_POS);
float mass = entity_mass(entity_with_gravity);
assert(mass != 0.0f);
float distance = V2length(rel_vector);
float distance_sqr = V2lengthsqr(rel_vector);
// return (GRAVITY_CONSTANT * (SUN_MASS * mass / (distance * distance))) / mass;
// the mass divides out
return (GRAVITY_CONSTANT * (SUN_MASS / (distance * distance)));
float accel_magnitude = (GRAVITY_CONSTANT * (SUN_MASS / (distance_sqr)));
V2 towards_sun = V2normalize(V2scale(rel_vector, -1.0f));
return V2scale(towards_sun, accel_magnitude);
}
void entity_set_velocity(Entity *e, V2 vel)
{
assert(e->body != NULL);
cpBodySetVelocity(e->body, v2_to_cp(vel));
}
void entity_ensure_in_orbit(Entity *e)
{
assert(e->body != NULL);
cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS));
cpFloat r = cpvlength(pos);
cpFloat v = cpfsqrt(sun_gravity_accel_at_point(cp_to_v2(pos), e) / r) / r;
cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
V2 gravity_accel = sun_gravity_accel_for_entity(e);
if (V2length(gravity_accel) > 0.00f)
{
float dist = V2length(V2sub(entity_pos(e), SUN_POS));
V2 orthogonal_to_gravity = V2normalize(V2rotate(gravity_accel, PI / 2.0f));
V2 wanted_vel = V2scale(orthogonal_to_gravity, sqrtf(V2length(gravity_accel) * dist));
cpBodySetVelocity(e->body, v2_to_cp(wanted_vel));
}
// cpVect pos = v2_to_cp(V2sub(entity_pos(e), SUN_POS));
// cpFloat r = cpvlength(pos);
// cpFloat v = cpfsqrt(sun_gravity_accel_at_point(cp_to_v2(pos), e) / r) / r;
// cpBodySetVelocity(e->body, cpvmult(cpvperp(pos), v));
}
V2 box_vel(Entity *box)
@ -1893,7 +1919,7 @@ void create_bomb_station(GameState *gs, V2 pos, enum BoxType platonic_type)
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 2.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 3.0}), BoxExplosive);
BOX_AT_TYPE(grid, ((V2){-BOX_SIZE * 6.0, -BOX_SIZE * 5.0}), BoxExplosive);
entity_ensure_in_orbit(grid);
}
@ -2317,8 +2343,15 @@ void process(GameState *gs, float dt)
if (e->body != NULL)
{
cpVect g = cpvmult(pos_rel_sun, -sun_gravity_accel_at_point(entity_pos(e), e) / (sqdist * cpfsqrt(sqdist)));
cpBodyUpdateVelocity(e->body, g, 1.0f, dt);
// cpVect g = cpvmult(pos_rel_sun, -sun_gravity_accel_at_point(entity_pos(e), e) / (sqdist * cpfsqrt(sqdist)));
// sun gravitational pull
V2 accel = sun_gravity_accel_for_entity(e);
V2 new_vel = entity_vel(gs, e);
new_vel = V2add(new_vel, V2scale(accel, dt));
cpBodySetVelocity(e->body, v2_to_cp(new_vel));
// cpBodySetVelocity(e->body, )
// cpBodyUpdateVelocity(e->body, g, 1.0f, dt);
}
}
@ -2446,7 +2479,7 @@ void process(GameState *gs, float dt)
cur_box->sun_amount = clamp01(V2dot(box_facing_vector(cur_box), V2normalize(V2sub(SUN_POS, entity_pos(cur_box)))));
// less sun the farther away you are!
cur_box->sun_amount *= lerp(1.0f, 0.0f, clamp01(V2length(V2sub(entity_pos(cur_box), SUN_POS)) / SUN_NO_MORE_ELECTRICITY_OR_GRAVITY));
cur_box->sun_amount *= lerp(1.0f, 0.0f, clamp01(V2length(V2sub(entity_pos(cur_box), SUN_POS)) / sun_dist_no_gravity()));
energy_to_add += cur_box->sun_amount * SOLAR_ENERGY_PER_SECOND * dt;
}
}

@ -1956,7 +1956,7 @@ static void frame(void)
draw_circle((V2){0}, INSTANT_DEATH_DISTANCE_FROM_SUN);
set_color(BLUE);
draw_circle((V2){0}, SUN_NO_MORE_ELECTRICITY_OR_GRAVITY);
draw_circle((V2){0}, sun_dist_no_gravity());
}
sgp_set_color(1.0f, 1.0f, 1.0f, 1.0f);

@ -42,15 +42,15 @@
#define VISION_RADIUS 12.0f
#define MAX_SERVER_TO_CLIENT 1024 * 512 // maximum size of serialized gamestate buffer
#define MAX_CLIENT_TO_SERVER 1024 * 10 // maximum size of serialized inputs and mic data
#define GRAVITY_CONSTANT 5.0f
#define GRAVITY_CONSTANT 0.1f
#define GRAVITY_SMALLEST 0.01f // used to determine when gravity is clamped to 0.0f
#define SUN_RADIUS 10.0f
#define SUN_NO_MORE_ELECTRICITY_OR_GRAVITY 200.0f
#define INSTANT_DEATH_DISTANCE_FROM_SUN 2000.0f
#define SUN_POS ((V2){50.0f, 0.0f})
#ifdef NO_GRAVITY
#define SUN_MASS 0.0f
#else
#define SUN_MASS 1000000.0f
#define SUN_MASS (10000.0f)
#endif
#define SOLAR_ENERGY_PER_SECOND 0.09f
#define DAMAGE_TO_PLAYER_PER_BLOCK 0.1f
@ -417,6 +417,7 @@ void process_fixed_timestep(GameState *gs);
void process(struct GameState *gs, float dt); // does in place
Entity *closest_box_to_point_in_radius(struct GameState *gs, V2 point, float radius, bool (*filter_func)(Entity *));
uint64_t tick(struct GameState *gs);
float sun_dist_no_gravity();
// all of these return if successful or not
bool server_to_client_serialize(struct ServerToClient *msg, unsigned char *bytes, size_t *out_len, size_t max_len, Entity *for_this_player, bool to_disk);

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