Exemple #1
0
func makeDot(v mgl32.Vec2, a float32, i int, clr mgl32.Vec4) mesh.Mesh {
	m := mesh.Mesh{
		Nmbr: mesh.Number(i),
		Dpth: 0.5,
		Vrts: []mgl32.Vec2{
			{-dotx, 0}, // 0
			{0, -doty}, // 1
			{dotx, 0},  // 2
			{0, doty},  // 3
		},
		Clrs: []mgl32.Vec4{
			clr,
		},
		Trngls: []mesh.Triangle{
			{
				Vnd:  mesh.Nd{0, 1, 2},
				Flvr: mesh.CONVEX,
			},
			{
				Vnd:  mesh.Nd{2, 3, 0},
				Flvr: mesh.CONVEX,
			},
		},
	}
	m.Transform(mgl32.HomogRotate2D(a))      // rotate by a
	m.Transform(mgl32.Translate2D(v.Elem())) // translate by v
	return m
}
Exemple #2
0
func (ai *AI) movePathed(position mgl32.Vec2) {
	minDistance2 := square(float32(ai.Me.Size) + costMapReduction*1.3)

	if dist2(ai.Me.Position, position) < minDistance2 {
		ai.addStatusMessage("Objective is within minimum distance. Moving directly to objective.")

		ai.Path = []mgl32.Vec2{ai.Me.Position, position}
		ai.g.SetTargetPos(position.X(), position.Y())
		return
	}

	// meNode := ai.Map.GetNode(gameToCostMap(ai.Me.Position.Elem()))
	// positionNode := ai.Map.GetNode(gameToCostMap(position.Elem()))

	// path, cost, nodes := search.AStar(meNode, positionNode, ai.Map, nil, nil)
	// if path == nil {
	// 	ai.addStatusMessage("Failed to find path. Trying undirected.")

	// 	ai.movePathedUndirected(position)
	// 	return
	// }
	// ai.addStatusMessage(fmt.Sprintf("A*: path cost: %.2f / nodes expanded: %d", cost, nodes))

	positionNode := ai.Map.GetNode(gameToCostMap(position.Elem()))
	path, cost := ai.DijkstraMap.To(positionNode)
	if path == nil {
		ai.addStatusMessage("movePathed: Failed to find path. Moving directly to objective.")

		ai.Path = []mgl32.Vec2{ai.Me.Position, position}
		ai.g.SetTargetPos(position.X(), position.Y())
		return
	}

	ai.addStatusMessage(fmt.Sprintf("movePathed: path cost: %.2f", cost))

	ai.moveAlongPath(position, path)
}