Example #1
0
func (p *burstProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)
	if p.Remaining_initial.Magnitude() == 0 {
		if p.count > 0 {
			p.count = -1
		}
		p.Frames--
		if p.Frames <= 0 {
			p.The_phase = game.PhaseComplete
		}
		for i := range g.Ents {
			other := g.Ents[i]
			if other == player {
				continue
			}
			dist := other.Pos().Sub(player.Pos()).Mag()
			if dist < 1 {
				dist = 1
			}
			force := p.Force / dist
			other.ApplyForce(other.Pos().Sub(player.Pos()).Norm().Scale(force))
		}
	}
}
Example #2
0
func (p *pullProcess) Think(g *game.Game) {
	defer p.reset()
	player, ok := g.Ents[p.PlayerGid].(*game.PlayerEnt)
	if !ok {
		return
	}

	base_force := p.Force * p.supplied / p.required()
	g.DoForEnts(func(gid game.Gid, ent game.Ent) {
		if ent == game.Ent(player) {
			return
		}
		target_pos := ent.Pos()
		ray := target_pos.Sub(player.Pos())
		target_angle := ray.Angle() - player.Angle
		for target_angle < 0 {
			target_angle += math.Pi * 2
		}
		for target_angle > math.Pi*2 {
			target_angle -= math.Pi * 2
		}
		if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
			return
		}
		ray = player.Pos().Sub(ent.Pos())
		// dist := ray.Mag()
		ray = ray.Norm()
		force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
		ent.ApplyForce(ray.Scale(-force))
		player.ApplyForce(ray.Scale(force).Scale(0.01))
	})
}
Example #3
0
func (p *pullProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)

	base_force := p.Force * p.supplied / p.required
	for _, _target := range g.Ents {
		target, ok := _target.(*game.Player)
		if !ok || target == player {
			continue
		}
		target_pos := linear.Vec2{target.X, target.Y}
		ray := target_pos.Sub(player.Pos())
		target_angle := ray.Angle() - player.Angle
		for target_angle < 0 {
			target_angle += math.Pi * 2
		}
		for target_angle > math.Pi*2 {
			target_angle -= math.Pi * 2
		}
		if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
			continue
		}
		ray = player.Pos().Sub(target.Pos())
		// dist := ray.Mag()
		ray = ray.Norm()
		force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
		target.ApplyForce(ray.Scale(-force))
		player.ApplyForce(ray.Scale(force))
	}
}
Example #4
0
func (p *burstProcess) Think(g *game.Game) {
	player, ok := g.Ents[p.PlayerGid].(*game.PlayerEnt)
	if !ok {
		return
	}
	if p.Remaining_initial.Magnitude() == 0 {
		if p.count > 0 {
			p.count = -1
		}
		p.Frames--
		if p.Frames <= 0 {
			p.The_phase = game.PhaseComplete
		}
		g.DoForEnts(func(gid game.Gid, other game.Ent) {
			if other == player {
				return
			}
			dist := other.Pos().Sub(player.Pos()).Mag()
			if dist < 1 {
				dist = 1
			}
			force := p.Force / dist
			other.ApplyForce(other.Pos().Sub(player.Pos()).Norm().Scale(force))
		})
	}
}
Example #5
0
func (p *burstProcess) Draw(player_id int, g *game.Game) {
	player := g.GetEnt(player_id).(*game.Player)
	base.EnableShader("circle")
	prog := p.Remaining_initial.Magnitude() / p.Initial.Magnitude()
	base.SetUniformF("circle", "progress", 1-float32(prog))
	gl.Color4ub(255, 255, 255, 255)
	radius := 40.0
	texture.Render(
		player.X-radius,
		player.Y-radius,
		2*radius,
		2*radius)
	base.EnableShader("")
}
Example #6
0
func (p *pullProcess) Draw(player_id int, g *game.Game) {
	gl.Color4d(1, 1, 1, 1)
	gl.Disable(gl.TEXTURE_2D)
	player := g.GetEnt(player_id).(*game.Player)
	v1 := player.Pos()
	v2 := v1.Add(linear.Vec2{1000, 0})
	v3 := v2.RotateAround(v1, player.Angle-p.Angle/2)
	v4 := v2.RotateAround(v1, player.Angle+p.Angle/2)
	gl.Begin(gl.LINES)
	vs := []linear.Vec2{v3, v4, linear.Vec2{player.X, player.Y}}
	for i := range vs {
		gl.Vertex2d(gl.Double(vs[i].X), gl.Double(vs[i].Y))
		gl.Vertex2d(gl.Double(vs[(i+1)%len(vs)].X), gl.Double(vs[(i+1)%len(vs)].Y))
	}
	gl.End()
	s := fmt.Sprintf("%.2f", p.supplied)
	base.Log().Printf("'%s'", s)
	if true {
		base.GetDictionary("luxisr").RenderString(s, 10, 10, 0, 50, gin.Left)
	}
}
Example #7
0
func (f *fireProcessExplosion) Think(g *game.Game) {
	g.DoForEnts(func(gid game.Gid, ent game.Ent) {
		for _, expl := range f.Explosions {
			if expl.Size() == 0 {
				continue
			}
			if expl.Pos.Sub(ent.Pos()).Mag() <= expl.Size() {
				ent.Stats().ApplyDamage(stats.Damage{stats.DamageFire, 1})
			}
		}
	})
	done := true
	for i := range f.Explosions {
		f.Explosions[i].Think()
		if !f.Explosions[i].Done() {
			done = false
		}
	}
	if done {
		f.The_phase = game.PhaseComplete
	}
}
Example #8
0
func main() {
	fmt.Printf("%v\n", key_map)
	sys.Startup()
	err := gl.Init()
	if err != nil {
		panic(err)
	}

	render.Init()
	render.Queue(func() {
		sys.CreateWindow(10, 10, wdx, wdy)
		sys.EnableVSync(true)
		err := gl.Init()
		if err != nil {
			panic(err)
		}
	})
	base.InitShaders()
	runtime.GOMAXPROCS(2)
	ui, err = gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "skia.ttf"))
	if err != nil {
		panic(err)
	}
	sys.Think()
	for false && len(sys.GetActiveDevices()[gin.DeviceTypeController]) < 2 {
		time.Sleep(time.Millisecond * 100)
		sys.Think()
	}

	var ids []int
	var engine *cgf.Engine
	var room game.Room
	err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		panic(err)
	}
	if IsHost() {
		sys.Think()
		var g game.Game
		g.Rng = cmwc.MakeGoodCmwc()
		g.Rng.SeedWithDevRand()
		g.Dx = 900
		g.Dy = 600
		g.Friction = 0.97
		g.Friction_lava = 0.85
		g.Room = room
		var p game.Player
		p.Color.R = 255
		err := json.NewDecoder(bytes.NewBuffer([]byte(`
      {
        "Base": {
          "Max_turn": 0.07,
          "Max_acc": 0.2,
          "Mass": 750,
          "Max_rate": 10,
          "Influence": 75,
          "Health": 1000
        },
        "Dynamic": {
          "Health": 1000
        }
      }
    `))).Decode(&p.Stats)
		if err != nil {
			panic(err)
		}
		Nx := 2
		Ny := 1
		p.X = float64(g.Dx-Nx)/2 - 200
		p.Y = float64(g.Dy-Ny)/2 - 200
		for x := 0; x < Nx; x++ {
			for y := 0; y < Ny; y++ {
				p.X += float64(x * 25)
				p.Y += float64(y * 25)
				p.Gid++
				// p.Mass += float64(x+y) * 150
				p.Processes = make(map[int]game.Process)
				temp := p
				ids = append(ids, g.AddEnt(&temp))

				// p.Mass -= float64(x+y) * 150
				p.X -= float64(x * 25)
				p.Y -= float64(y * 25)
			}
		}
		g.Ents[0].(*game.Player).X = 500
		g.Ents[0].(*game.Player).Y = 300
		g.Ents[1].(*game.Player).X = 550
		g.Ents[1].(*game.Player).Y = 300
		g.SetLocalData()
		d := sys.GetActiveDevices()
		base.Log().Printf("%v\n", d)
		n := 0
		base.Log().Printf("%v\n", d[gin.DeviceTypeController])
		for _, index := range d[gin.DeviceTypeController] {
			// panic("ASD")
			g.SetLocalPlayer(g.Ents[n].(*game.Player), index)
			n++
			if n > 2 {
				break
			}
		}
		if len(d[gin.DeviceTypeController]) == 0 {
			g.SetLocalPlayer(g.Ents[0].(*game.Player), 0)
		}
		// g.Ents[0], g.Ents[(N*N)/2+(1-N%2)*N/2] = g.Ents[(N*N)/2+(1-N%2)*N/2], g.Ents[0]
		g.Init()
		// engine, err = cgf.NewLocalEngine(&g, 17, base.Log())
		engine, err = cgf.NewHostEngine(&g, 17, "", 1231, base.Log())
		if err != nil {
			panic(err.Error())
		}
		g.SetEngine(engine)
	} else {
		engine, err = cgf.NewClientEngine(17, "", 1231, base.Log())
		if err != nil {
			panic(err.Error())
		}
		engine.CopyState().(*game.Game).SetEngine(engine)
	}

	anchor := gui.MakeAnchorBox(gui.Dims{wdx, wdy})
	ui.AddChild(anchor)
	anchor.AddChild(&game.GameWindow{Engine: engine}, gui.Anchor{0.5, 0.5, 0.5, 0.5})
	var v float64
	var profile_output *os.File
	var num_mem_profiles int
	// ui.AddChild(base.MakeConsole())

	base.LoadAllDictionaries()

	for gin.In().GetKey(gin.AnyEscape).FramePressCount() == 0 {
		sys.Think()
		render.Queue(func() {
			ui.Draw()
		})
		render.Queue(func() {
			sys.SwapBuffers()
		})
		render.Purge()
		game.LocalThink()

		if IsHost() {
			for i := 0; i <= 0; i++ {
				// down_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Positive+1, gin.DeviceTypeController, gin.DeviceIndexAny)
				// up_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Negative+1, gin.DeviceTypeController, gin.DeviceIndexAny)
				// right_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Positive, gin.DeviceTypeController, gin.DeviceIndexAny)
				// left_axis := gin.In().GetKeyFlat(gin.ControllerAxis0Negative, gin.DeviceTypeController, gin.DeviceIndexAny)
				// up := key_map[fmt.Sprintf("%dup", i)].FramePressAvg()
				// down := key_map[fmt.Sprintf("%ddown", i)].FramePressAvg()
				// left := key_map[fmt.Sprintf("%dleft", i)].FramePressAvg()
				// right := key_map[fmt.Sprintf("%dright", i)].FramePressAvg()
				// up = axisControl(up_axis.FramePressAmt())
				// down = axisControl(down_axis.FramePressAmt())
				// left = axisControl(left_axis.FramePressAmt())
				// right = axisControl(right_axis.FramePressAmt())
				// if up-down != 0 {
				// 	engine.ApplyEvent(game.Accelerate{ids[i], 2 * (up - down)})
				// }
				// if left-right != 0 {
				// 	engine.ApplyEvent(game.Turn{ids[i], (left - right)})
				// }

				// if key_map[fmt.Sprintf("%d-1", i)].FramePressCount() > 0 {
				// 	engine.ApplyEvent(game.Pull{ids[i], 0, 20000})
				// }
				// if key_map[fmt.Sprintf("%d-2", i)].FramePressCount() > 0 {
				// 	engine.ApplyEvent(game.MoonFire{ids[i], 1, 50, 50})
				// }
				// if gin.In().GetKeyFlat(gin.ControllerButton0, gin.DeviceTypeController, gin.DeviceTypeAny).FramePressCount() > 0 {
				// if key_map[fmt.Sprintf("%d-3", i)].FramePressCount() > 0 {
				// engine.ApplyEvent(game.Burst{ids[i], 2, 3, 100000})
				// }
			}
		}

		// TODO: Replace the 'P' key with an appropriate keybind
		if gin.In().GetKey(gin.AnyKeyP).FramePressCount() > 0 {
			if profile_output == nil {
				profile_output, err = os.Create(filepath.Join(datadir, "cpu.prof"))
				if err == nil {
					err = pprof.StartCPUProfile(profile_output)
					if err != nil {
						fmt.Printf("Unable to start CPU profile: %v\n", err)
						profile_output.Close()
						profile_output = nil
					}
					fmt.Printf("profout: %v\n", profile_output)
				} else {
					fmt.Printf("Unable to start CPU profile: %v\n", err)
				}
			} else {
				pprof.StopCPUProfile()
				profile_output.Close()
				profile_output = nil
			}
		}

		// TODO: Replace the 'M' key with an appropriate keybind
		if gin.In().GetKey(gin.AnyKeyM).FramePressCount() > 0 {
			f, err := os.Create(filepath.Join(datadir, fmt.Sprintf("mem.%d.prof", num_mem_profiles)))
			if err != nil {
				base.Error().Printf("Unable to write mem profile: %v", err)
			}
			pprof.WriteHeapProfile(f)
			f.Close()
			num_mem_profiles++
		}

		v += 0.01
	}
}