Exemple #1
0
// Returns the fraction of the segment that was visible
func (l *Los) TestSeg(seg linear.Seg2) float64 {
	seg.P = seg.P.Sub(l.in.Pos)
	seg.Q = seg.Q.Sub(l.in.Pos)
	wrap := len(l.in.Buffer.ZBuffer)
	a1 := math.Atan2(seg.P.Y, seg.P.X)
	a2 := math.Atan2(seg.Q.Y, seg.Q.X)
	if a1 > a2 {
		a1, a2 = a2, a1
		seg.P, seg.Q = seg.Q, seg.P
	}
	if a2-a1 > math.Pi {
		a1, a2 = a2, a1
		seg.P, seg.Q = seg.Q, seg.P
	}
	start := int(((a1 / (2 * math.Pi)) + 0.5) * float64(len(l.in.Buffer.ZBuffer)))
	end := int(((a2 / (2 * math.Pi)) + 0.5) * float64(len(l.in.Buffer.ZBuffer)))

	count := 0.0
	visible := 0.0
	for i := start % wrap; i != end%wrap; i = (i + 1) % wrap {
		dist2 := float32(rays[i].Isect(seg).Mag2())
		if dist2 < l.in.Buffer.ZBuffer[i] {
			visible += 1.0
		}
		count += 1.0
	}
	return visible / count
}
Exemple #2
0
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,
	}
}
Exemple #3
0
func (l *Los) DrawSeg(seg linear.Seg2, source string) {
	seg.P = seg.P.Sub(l.in.Pos)
	seg.Q = seg.Q.Sub(l.in.Pos)
	wrap := len(l.in.Buffer.ZBuffer)
	a1 := math.Atan2(seg.P.Y, seg.P.X)
	a2 := math.Atan2(seg.Q.Y, seg.Q.X)
	if a1 > a2 {
		a1, a2 = a2, a1
		seg.P, seg.Q = seg.Q, seg.P
	}
	if a2-a1 > math.Pi {
		a1, a2 = a2, a1
		seg.P, seg.Q = seg.Q, seg.P
	}
	start := int(((a1 / (2 * math.Pi)) + 0.5) * float64(len(l.in.Buffer.ZBuffer)))
	end := int(((a2 / (2 * math.Pi)) + 0.5) * float64(len(l.in.Buffer.ZBuffer)))

	for i := start % wrap; i != end%wrap; i = (i + 1) % wrap {
		dist2 := float32(rays[i].Isect(seg).Mag2())
		// dist = rays[i].Isect(seg).Mag2()

		if dist2 < l.in.Buffer.ZBuffer[i] {
			l.in.Buffer.ZBuffer[i] = dist2
			l.in.Buffer.SBuffer[i] = source
		}
	}
}
Exemple #4
0
func distFromPointToSeg(p linear.Vec2, s linear.Seg2) float64 {
	s.P = s.P.Sub(p)
	s.Q = s.Q.Sub(p)
	cross := s.Ray().Cross()
	crossSeg := linear.Seg2{Q: cross}
	if crossSeg.Left(s.P) != crossSeg.Left(s.Q) {
		return s.DistFromOrigin()
	}
	da := s.P.Mag()
	db := s.Q.Mag()
	if da < db {
		return da
	}
	return db
}
Exemple #5
0
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()
		}
	}
}