Exemple #1
0
func (p *Player) Update(other *Player, total_elapsed float64, elapsed float64) {
	p.Interpreter.SetFloat64("self.speed", p.Entity.Speed)
	p.Interpreter.SetFloat64("self.heading.x", p.Entity.VecTarget.X)
	p.Interpreter.SetFloat64("self.heading.y", p.Entity.VecTarget.Y)
	p.Interpreter.SetFloat64("self.position.x", p.Entity.Position.X)
	p.Interpreter.SetFloat64("self.position.y", p.Entity.Position.Y)
	p.Interpreter.SetFloat64("other.position.x", other.Entity.Position.X)
	p.Interpreter.SetFloat64("other.position.y", other.Entity.Position.Y)
	p.Interpreter.SetFloat64("total_elapsed", total_elapsed)
	p.Interpreter.SetFloat64("elapsed", elapsed)

	weapon := interpret.NewObject()
	weapon.Attributes["ammo"] = &interpret.Number{Value: 10}
	weapon.Attributes["recharge_time"] = &interpret.Number{Value: 5}
	weapon.Attributes["total_recharge_time"] = &interpret.Number{Value: 5}
	weapon.Attributes["weapon_id"] = &interpret.Number{Value: 1}

	p.Interpreter.SetArray("self.projectiles", []interpret.Object{})
	p.Interpreter.SetArray("self.weapons", []interpret.Object{weapon})

	newSpeed, _ := p.Interpreter.GetFloat64("self.speed")
	newHeadingX, _ := p.Interpreter.GetFloat64("self.heading.x")
	newHeadingY, _ := p.Interpreter.GetFloat64("self.heading.y")

	p.Entity.Speed = newSpeed
	p.Entity.VecTarget.X = newHeadingX
	p.Entity.VecTarget.Y = newHeadingY

	p.Entity.Update(other.Entity, elapsed)
}
Exemple #2
0
		array.Values = append(array.Values, item)
		return nil, nil
	},
	"random": func(args []interpret.Object) (interpret.Object, error) {
		return &interpret.Number{Value: rand.Float64()}, nil
	},
	"vector": func(args []interpret.Object) (interpret.Object, error) {
		x1 := args[0].(*interpret.Number).Value
		y1 := args[1].(*interpret.Number).Value
		x2 := args[2].(*interpret.Number).Value
		y2 := args[3].(*interpret.Number).Value

		vector := physics.GenerateVector(&physics.Position{x1, y1}, &physics.Position{x2, y2})
		physics.Normalize(vector)

		ret := interpret.NewObject()
		ret.Attributes["x"] = &interpret.Number{Value: vector.X}
		ret.Attributes["y"] = &interpret.Number{Value: vector.Y}
		return ret, nil
	},
	"fire": func(args []interpret.Object) (interpret.Object, error) {
		ws_wrapper := args[0].(*interpret.ConcreteObject)
		ws := &types.WeaponSystem{}

		interpret.Unwrap(ws_wrapper, ws)

		if ws.Ammo > 0 && ws.RechargeTime >= ws.RechargeTimeTotal {
			ws.Ammo -= 1
			ws.RechargeTime = 0
		}