func fireDoLine(c *cmwc.Cmwc, pos linear.Vec2, angle, stored float64, speed int, level *game.Level) fireExplosion { rng := rand.New(c) ray := (linear.Vec2{1, 0}) // ray.Scale(math.Abs(rng.NormFloat64()/10) + 50) scale := (stored/5 + 50) * (1 + rng.Float64()*(0.2+stored/2000)) ray = ray.Rotate(angle).Rotate(rng.NormFloat64() * (0.2 + stored/7500)).Scale(scale) seg := linear.Seg2{pos, pos.Add(ray)} base.DoOrdered(level.Room.Walls, func(a, b string) bool { return a < b }, func(_ string, poly linear.Poly) { for i := range poly { if seg.DoesIsect(poly.Seg(i)) { isect := seg.Isect(poly.Seg(i)) seg.Q = isect } } }) p1 := rng.Intn(speed) p2 := rng.Intn(speed) p3 := rng.Intn(speed) return fireExplosion{ Pos: seg.Q, Radius: rng.Float64()*40 + 30, Timer: 0, Start: 1*speed + p1, Peak: 4*speed + p1 + p2, End: 5*speed + p1 + p2 + p3, } }
func (b *BaseEnt) Think(g *Game) { // This will clear out old conditions b.StatsInst.Think() var dead []int // Calling DoOrdered is too slow, so we just sort the Gids ourselves and go // through them in order. pids := make([]int, len(b.Processes))[0:0] for pid := range b.Processes { pids = append(pids, pid) } sort.Ints(pids) for _, pid := range pids { proc := b.Processes[pid] proc.Think(g) if proc.Dead() { dead = append(dead, pid) } else { b.StatsInst.ApplyCondition(proc) } } // Removed dead processes from the ent for _, id := range dead { delete(b.Processes, id) } if b.Delta.Speed < -1.0 { b.Delta.Speed = -1.0 } if b.Delta.Speed > 1.0 { b.Delta.Speed = 1.0 } // TODO: Speed is a complete misnomer now - fix it! force := b.Delta.Speed * (linear.Vec2{1, 0}).Rotate(b.Target.Angle).Dot((linear.Vec2{1, 0}).Rotate(b.Angle_)) b.ApplyForce((linear.Vec2{1, 0}).Rotate(b.Angle_).Scale(force * b.Stats().MaxAcc())) mangle := math.Atan2(b.Velocity.Y, b.Velocity.X) friction := g.Friction b.Velocity = b.Velocity.Scale( math.Pow(friction, 1+3*math.Abs(math.Sin(b.Angle_-mangle)))) if b.Velocity.Mag2() < 0.01 { b.Velocity = linear.Vec2{0, 0} } else { size := b.Stats().Size() sizeSq := size * size // We pretend that the player is started from a little behind wherever they // actually are. This makes it a lot easier to get collisions to make sense // from frame to frame. epsilon := b.Velocity.Norm().Scale(size / 2) move := linear.Seg2{b.Position.Sub(epsilon), b.Position.Add(b.Velocity)} prev := b.Position walls := g.local.temp.WallCache.GetWalls(int(b.Position.X), int(b.Position.Y)) for _, wall := range walls { // Don't bother with back-facing segments if wall.Right(b.Position) { continue } // Check against the segment itself if wall.Ray().Cross().Dot(move.Ray()) <= 0 { shiftNorm := wall.Ray().Cross().Norm() shift := shiftNorm.Scale(size) col := linear.Seg2{shift.Add(wall.P), shift.Add(wall.Q)} if move.DoesIsect(col) { cross := col.Ray().Cross() fix := linear.Seg2{move.Q, cross.Add(move.Q)} isect := fix.Isect(col) move.Q = isect } } } for _, wall := range walls { // Check against the leading vertex { v := wall.P originMove := linear.Seg2{move.P.Sub(v), move.Q.Sub(v)} originPerp := linear.Seg2{linear.Vec2{}, move.Ray().Cross()} dist := originMove.DistFromOrigin() if originPerp.DoesIsect(originMove) && dist < size { // Stop passthrough isect := originMove.Isect(originPerp).Add(v) diff := math.Sqrt(sizeSq - dist*dist) finalLength := isect.Sub(move.P).Mag() - diff move.Q = move.Ray().Norm().Scale(finalLength).Add(move.P) } else if v.Sub(move.Q).Mag2() < sizeSq { move.Q = move.Q.Sub(v).Norm().Scale(size).Add(v) } } } b.Position = move.Q b.Velocity = b.Position.Sub(prev) } if math.Abs(b.Angle_+b.Target.Angle-math.Pi) < 0.01 { b.Angle_ += 0.1 } else { frac := 0.80 curDir := (linear.Vec2{1, 0}).Rotate(b.Angle_).Scale(frac) targetDir := (linear.Vec2{1, 0}).Rotate(b.Target.Angle).Scale(1.0 - frac) newDir := curDir.Add(targetDir) if newDir.Mag() > 0.01 { b.Angle_ = newDir.Angle() } } }
func (p *Player) Think(g *Game) { if p.Exile_frames > 0 { p.Exile_frames-- return } // This will clear out old conditions p.Stats.Think() var dead []int for i, process := range p.Processes { process.Think(g) if process.Phase() == PhaseComplete { dead = append(dead, i) } } for _, i := range dead { delete(p.Processes, i) } // And here we add back in all processes that are still alive. for _, process := range p.Processes { p.Stats.ApplyCondition(process) } if p.Delta.Speed > p.Stats.MaxAcc() { p.Delta.Speed = p.Stats.MaxAcc() } if p.Delta.Speed < -p.Stats.MaxAcc() { p.Delta.Speed = -p.Stats.MaxAcc() } if p.Delta.Angle < -p.Stats.MaxTurn() { p.Delta.Angle = -p.Stats.MaxTurn() } if p.Delta.Angle > p.Stats.MaxTurn() { p.Delta.Angle = p.Stats.MaxTurn() } in_lava := false for _, lava := range g.Room.Lava { if vecInsideConvexPoly(p.Pos(), lava) { in_lava = true } } if in_lava { p.Stats.ApplyDamage(stats.Damage{stats.DamageFire, 5}) } p.Vx += p.Delta.Speed * math.Cos(p.Angle) p.Vy += p.Delta.Speed * math.Sin(p.Angle) mangle := math.Atan2(p.Vy, p.Vx) friction := g.Friction if in_lava { friction = g.Friction_lava } p.Vx *= math.Pow(friction, 1+3*math.Abs(math.Sin(p.Angle-mangle))) p.Vy *= math.Pow(friction, 1+3*math.Abs(math.Sin(p.Angle-mangle))) move := linear.MakeSeg2(p.X, p.Y, p.X+p.Vx, p.Y+p.Vy) size := 12.0 px := p.X py := p.Y p.X += p.Vx p.Y += p.Vy for _, poly := range g.Room.Walls { for i := range poly { // First check against the leading vertex { v := poly[i] dist := v.DistToLine(move) if v.Sub(move.Q).Mag() < size { dist = v.Sub(move.Q).Mag() // Add a little extra here otherwise a player can sneak into geometry // through the corners ray := move.Q.Sub(v).Norm().Scale(size + 0.1) final := v.Add(ray) move.Q.X = final.X move.Q.Y = final.Y } else if dist < size { // TODO: This tries to prevent passthrough but has other problems // cross := move.Ray().Cross() // perp := linear.Seg2{v, cross.Sub(v)} // if perp.Left(move.P) != perp.Left(move.Q) { // shift := perp.Ray().Norm().Scale(size - dist) // move.Q.X += shift.X // move.Q.Y += shift.Y // } } } // Now check against the segment itself w := poly.Seg(i) if w.Ray().Cross().Dot(move.Ray()) <= 0 { shift := w.Ray().Cross().Norm().Scale(size) col := linear.Seg2{shift.Add(w.P), shift.Add(w.Q)} if move.DoesIsect(col) { cross := col.Ray().Cross() fix := linear.Seg2{move.Q, cross.Add(move.Q)} isect := fix.Isect(col) move.Q.X = isect.X move.Q.Y = isect.Y } } } } p.X = move.Q.X p.Y = move.Q.Y p.Vx = p.X - px p.Vy = p.Y - py p.Angle += p.Delta.Angle if p.Angle < 0 { p.Angle += math.Pi * 2 } if p.Angle > math.Pi*2 { p.Angle -= math.Pi * 2 } p.Delta.Angle = 0 p.Delta.Speed = 0 }