Example #1
0
// Advances ent up to dist towards the target cell.  Returns the distance
// traveled.
func (e *Entity) DoAdvance(dist float32, x, y int) float32 {
	if dist <= 0 {
		e.sprite.sp.Command("stop")
		return 0
	}
	e.sprite.sp.Command("move")

	source := mathgl.Vec2{float32(e.X), float32(e.Y)}
	target := mathgl.Vec2{float32(x), float32(y)}
	var seg mathgl.Vec2
	seg.Assign(&target)
	seg.Subtract(&source)
	e.TurnToFace(x, y)
	var traveled float32
	if seg.Length() > dist {
		seg.Scale(dist / seg.Length())
		traveled = dist
	} else {
		traveled = seg.Length()
	}
	seg.Add(&source)
	e.X = float64(seg.X)
	e.Y = float64(seg.Y)

	return dist - traveled
}
Example #2
0
func (hv *HouseViewer) Think(g *gui.Gui, t int64) {
	dt := t - hv.last_timestamp
	if hv.last_timestamp == 0 {
		dt = 0
	}
	hv.last_timestamp = t

	scale := 1 - float32(math.Pow(0.005, float64(dt)/1000))

	if hv.target_on {
		f := mathgl.Vec2{hv.fx, hv.fy}
		v := mathgl.Vec2{hv.targetx, hv.targety}
		v.Subtract(&f)
		v.Scale(scale)
		f.Add(&v)
		hv.fx = f.X
		hv.fy = f.Y
	}

	if hv.target_zoom_on {
		exp := math.Log(float64(hv.zoom))
		exp += (float64(hv.targetzoom) - exp) * float64(scale)
		hv.zoom = float32(math.Exp(exp))
	}
}
Example #3
0
func (e *Entity) TurnToFace(x, y int) {
	target := mathgl.Vec2{float32(x), float32(y)}
	source := mathgl.Vec2{float32(e.X), float32(e.Y)}
	var seg mathgl.Vec2
	seg.Assign(&target)
	seg.Subtract(&source)
	target_facing := facing(seg)
	f_diff := target_facing - e.sprite.sp.StateFacing()
	if f_diff != 0 {
		f_diff = (f_diff + 6) % 6
		if f_diff > 3 {
			f_diff -= 6
		}
		for f_diff < 0 {
			e.sprite.sp.Command("turn_left")
			f_diff++
		}
		for f_diff > 0 {
			e.sprite.sp.Command("turn_right")
			f_diff--
		}
	}
}