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#include "soldato.h"
#include "game.h"
void initSoldato(Entity * entity, Game * game) {
entity->model = &game->assets.models[SOLDATO_ASSET];
// Acceleration.
entity->useAcceleration = true;
entity->acceleration = (EntityAcceleration){
.speedUp = 20.0,
.speedDown = 15.0
};
// PID configs.
PIDConfig speedPIDConfig = {
.kP = 1,
.kI = 0.0,
.kD = 0.0,
.angleMode = false,
.doClamp = true,
.min = 0.0,
.max = 100.0
};
// Allocate data.
entity->data = KF_MALLOC(sizeof(Soldato));
if (entity->data == NULL) {
ALLOCATION_ERROR;
return;
}
Soldato * data = (Soldato*)entity->data;
// Create fly to point.
data->flyToPoint = (EntityFlyToPointInfo){
//.controller.speedPID = createPID(speedPIDConfig),
.controller.bangbang.speed = 20.0,
.controller.bangbang.stopAt = 0.0,
.controlType = ENTITY_FLY_TO_POINT_BANG_BANG,
.rotationSpeed = 0.0
};
}
void closeSoldato(Entity * entity) {
if (entity->data != NULL)
KF_FREE(entity->data);
}
void updateSoldato(Game * game, Entity * entity) {
Entity * player = getEntityFromWorld(game->world, 0);
Soldato * data = (Soldato*)entity->data;
entityFlyToPoint(
entity,
player->position,
&data->flyToPoint
);
}
void drawSoldato(Game * game, Entity * entity) {
entityDraw(entity);
}
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