Physics component — ICE 0.1 documentation

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# Physics component

A physics component manages physics state of an entity, such as its position, rotation and velocity. Any entity that is located at some position must have a physics component.

Example:

    physics:
      position: [0, 45]
      rotation: 90deg
      speed: 50
      spawnAbsolute: [velocity]

Entities with this physics component will be located at `[0, 45]` relative to their spawn point, rotated `90deg` (that is, directed to right), and moving forward at 50 units per second. The velocity/speed will be the same regardless of velocity of the spawner entity.

## Tags

position | 2D position of the entity. The left-top corner of the screen is position `[0, 0]`. The right-bottom corner is `[800, 600]`. This is always the same regardless of window resolution. By default, this is relative to whichever entity spawns this entity. `spawnAbsolute` can be used to change that. Sequence of 2 floats. Default: `[0, 0]`.
rotation | Rotation of the entity. Specified in radians by default. Suffix `deg` can be used to specify rotation in degrees. For example: `rotation: 45.5deg`. Rotation of 0 points down; 90deg or about 1.57 (half PI) points right, 180/3.14 up, 270/4.71 left. By default, rotation is relative to rotation of whichever entity spawns this entity. `spawnAbsolute` can be used to change that. Float scalar. Default: `0`.
velocity | 2D Velocity of the entity when it is spawned. This is completely independent of rotation - e.g. a velocity of `[1, 0]` moves the entity right regardless of whether it’s rotated to the right or left. Velocity is measured in units per second. For eample, an entity with velocity of `[200, 300]` will move 200 units right and 300 units down each second. By default, velocity is relative to velocity of whichever entity spawns this entity. `spawnAbsolute` can be used to change that. Sequence of 2 floats. Default: `[0, 0]`.
speed | A convenience way of specifying velocity in direction the entity is rotated to. For example, a speed of `200` translates to movement of 200 units per second to the front. This is an alternative way of specifying velocity; specifying both velocity and speed is an error. Float scalar.
PRS | A shorthand specifying position, rotation and speed. For example, `PRS: [[50, 100], 90deg, 100]` is the same as specifying position `[50, 100]`, rotation `90deg` and speed `100`. This is useful e.g. when spawning many entities at once. When PRS is specified, specifying either one of position, rotation, velocity or speed is an error. Sequence of position, rotation and speed, with the same types as used with respective tags.
spawnAbsolute | Normally, when an entity spawns another entity (e.g. firing a projectile or exploding), position, rotation and velocity of the newly spawned entity are added up to the spawner’s position, rotation and velocity. That is, they are relative. This ensures that a rotated ship shoots projetiles in the rotated projectiles, and, for that matter, that projectiles are spawned near the ship instead of some fixed position. Sometimes, this is not desirable and we want an entity to be spawned with fixed position, rotation or velocity. `spawnAbsolute` is a sequence that can contain one or more of the following named values: `position`, `rotation`, `velocity`. These specify that the particular physics attribute is absolute when spawning. For example: `spawnAbsolute: [rotation, velocity]` specifies that the entity will be spawned with fixed rotation and velocity regardless of its spawner. In this example, the position is still relative. Sequence of named values. Default: `[]`.

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