func (l *LocalData) thinkAbility(g *Game, abs *personalAbilities, gid Gid) { if abs.activeAbility == nil { return } var mouse linear.Vec2 if l.mode == LocalModeArchitect { mx, my := l.sys.GetCursorPos() mouse.X = float64(mx) mouse.Y = float64(my) mouse = mouse.Sub(l.architect.camera.regionPos) mouse.X /= l.architect.camera.regionDims.X mouse.Y /= l.architect.camera.regionDims.Y mouse.X *= l.architect.camera.current.dims.X mouse.Y *= l.architect.camera.current.dims.Y mouse = mouse.Sub(l.architect.camera.current.dims.Scale(0.5)) mouse = mouse.Add(l.architect.camera.current.mid) } events, die := abs.activeAbility.Think(gid, g, mouse) for _, event := range events { l.engine.ApplyEvent(event) } if die { base.Log().Printf("Deactivate on die") more_events := abs.activeAbility.Deactivate(gid) abs.activeAbility = nil for _, event := range more_events { l.engine.ApplyEvent(event) } } }
func (pd *PathingData) Dir(src, dst linear.Vec2) linear.Vec2 { x := int(src.X / pathingDataGrid) y := int(src.Y / pathingDataGrid) x2 := int(dst.X / pathingDataGrid) y2 := int(dst.Y / pathingDataGrid) if x < 0 || y < 0 || x >= len(pd.dstData) || y >= len(pd.dstData[x]) { return linear.Vec2{0, 0} } if x2 < 0 || y2 < 0 || x2 >= len(pd.dstData) || y2 >= len(pd.dstData[x2]) { return linear.Vec2{0, 0} } dstData := &pd.dstData[x2][y2] dstData.RLock() defer dstData.RUnlock() if !dstData.complete { dstData.once.Do(func() { base.Log().Printf("Eval: %2.2v %2.2v", src, dst) go func() { pd.finishDirectPaths.Wait() dstData.Lock() defer dstData.Unlock() pd.findAllPaths(x2, y2) dstData.complete = true }() }) return dst.Sub(src).Norm() } cell := pd.dirs[x2][y2][x][y] if !cell.direct { return (linear.Vec2{1, 0}).Rotate(cell.angle) } return dst.Sub(src).Norm() }
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)) } }
func (editor *editorData) cursorPosInGameCoords(room *Room) linear.Vec2 { x, y := editor.sys.GetCursorPos() pos := linear.Vec2{float64(x), float64(y)} regionPos := linear.Vec2{float64(editor.region.Pos.X), float64(editor.region.Pos.Y)} pos = pos.Sub(regionPos) pos = pos.Scale(float64(room.Dx) / float64(editor.region.Dims.Dx)) cameraOffset := linear.Vec2{ editor.camera.current.dims.X/2 - editor.camera.current.mid.X, editor.camera.current.dims.Y/2 - editor.camera.current.mid.Y, } pos = pos.Sub(cameraOffset) return pos }
func BasicPropertiesSpec(c gospec.Context) { a := linear.Vec2{3, 4} b := linear.Vec2{5, 6} c.Specify("Check that (cross a) dot a == 0.", func() { c.Expect(a.Cross().Dot(a), Equals, 0.0) }) c.Specify("Check that a normalize vector's magnitude is 1.", func() { c.Expect(a.Norm().Mag(), IsWithin(1e-9), 1.0) }) c.Specify("Check that v.Mag2() == v.Mag()*v.Mag()", func() { c.Expect(a.Mag2(), IsWithin(1e-9), a.Mag()*a.Mag()) }) c.Specify("Check that a scaled vector's magnitude is appropriately scaled.", func() { c.Expect(a.Scale(3.5).Mag(), IsWithin(1e-9), a.Mag()*3.5) }) c.Specify("Check that a-(a-b) == b.", func() { VecExpect(c, a.Sub(a.Sub(b)), IsWithin(1e-9), b) }) }
func (camera *cameraInfo) FocusRegion(g *Game, side int) { min := linear.Vec2{1e9, 1e9} max := linear.Vec2{-1e9, -1e9} player := g.Ents[g.local.Gid] if player == nil { min.X = 0 min.Y = 0 max.X = float64(g.Level.Room.Dx) max.Y = float64(g.Level.Room.Dy) } else { min.X = player.Pos().X - player.Stats().Vision() min.Y = player.Pos().Y - player.Stats().Vision() if min.X < 0 { min.X = 0 } if min.Y < 0 { min.Y = 0 } max.X = player.Pos().X + player.Stats().Vision() max.Y = player.Pos().Y + player.Stats().Vision() if max.X > float64(g.Level.Room.Dx) { max.X = float64(g.Level.Room.Dx) } if max.Y > float64(g.Level.Room.Dy) { max.Y = float64(g.Level.Room.Dy) } } mid := min.Add(max).Scale(0.5) dims := max.Sub(min) if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y { dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y } else { dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X } camera.target.dims = dims camera.target.mid = mid camera.approachTarget() }
func BasicOperationsSpec(c gospec.Context) { a := linear.Vec2{3, 4} b := linear.Vec2{5, 6} c.Specify("Make sure adding vectors works.", func() { VecExpect(c, a.Add(b), Equals, linear.Vec2{8, 10}) }) c.Specify("Make sure subtracting vectors works.", func() { VecExpect(c, a.Sub(b), Equals, linear.Vec2{-2, -2}) }) c.Specify("Make sure dotting vectors works.", func() { c.Expect(a.Dot(b), IsWithin(1e-9), 39.0) }) c.Specify("Make sure crossing vectors works.", func() { VecExpect(c, a.Cross(), Equals, linear.Vec2{-4, 3}) }) c.Specify("Make sure taking the magnitude of vectors works.", func() { c.Expect(a.Mag(), IsWithin(1e-9), 5.0) c.Expect(a.Mag2(), IsWithin(1e-9), 25.0) }) c.Specify("Make sure scaling vectors works.", func() { VecExpect(c, a.Scale(3), Equals, linear.Vec2{9, 12}) }) }
func (pd *PathingData) findAllDirectPaths(dstx, dsty int, room *Room) { defer pd.finishDirectPaths.Done() dst := linear.Vec2{(float64(dstx) + 0.5) * pathingDataGrid, (float64(dsty) + 0.5) * pathingDataGrid} for x := range pd.dirs[dstx][dsty] { for y := range pd.dirs[dstx][dsty][x] { src := linear.Vec2{(float64(x) + 0.5) * pathingDataGrid, (float64(y) + 0.5) * pathingDataGrid} if dstx == 1 && dsty == 4 { } if room.ExistsLos(src, dst) { if dstx == 1 && dsty == 4 { } pd.conns[dstx][dsty] = append(pd.conns[dstx][dsty], pathingConnection{ x: x, y: y, dist: dst.Sub(src).Mag(), }) data := &pd.dirs[dstx][dsty][x][y] data.angle = src.Sub(dst).Angle() data.direct = true // data.filled = true } } } }
func (camera *cameraInfo) doInvadersFocusRegion(g *Game, side int) { min := linear.Vec2{1e9, 1e9} max := linear.Vec2{-1e9, -1e9} hits := 0 for _, ent := range g.temp.AllEnts { if ent.Side() != side { continue } if player, ok := ent.(*PlayerEnt); ok { hits++ pos := player.Pos() if pos.X < min.X { min.X = pos.X } if pos.Y < min.Y { min.Y = pos.Y } if pos.X > max.X { max.X = pos.X } if pos.Y > max.Y { max.Y = pos.Y } } } if hits == 0 { min.X = 0 min.Y = 0 max.X = float64(g.Levels[GidInvadersStart].Room.Dx) max.Y = float64(g.Levels[GidInvadersStart].Room.Dy) } else { min.X -= stats.LosPlayerHorizon + 50 min.Y -= stats.LosPlayerHorizon + 50 if min.X < 0 { min.X = 0 } if min.Y < 0 { min.Y = 0 } max.X += stats.LosPlayerHorizon + 50 max.Y += stats.LosPlayerHorizon + 50 if max.X > float64(g.Levels[GidInvadersStart].Room.Dx) { max.X = float64(g.Levels[GidInvadersStart].Room.Dx) } if max.Y > float64(g.Levels[GidInvadersStart].Room.Dy) { max.Y = float64(g.Levels[GidInvadersStart].Room.Dy) } } mid := min.Add(max).Scale(0.5) dims := max.Sub(min) if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y { dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y } else { dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X } camera.target.dims = dims camera.target.mid = mid if camera.current.mid.X == 0 && camera.current.mid.Y == 0 { // On the very first frame the current midpoint will be (0,0), which should // never happen after the game begins. In this one case we'll immediately // set current to target so we don't start off by approaching it from the // origin. camera.current = camera.target } else { // speed is in (0, 1), the higher it is, the faster current approaches target. speed := 0.1 camera.current.dims = camera.current.dims.Scale(1 - speed).Add(camera.target.dims.Scale(speed)) camera.current.mid = camera.current.mid.Scale(1 - speed).Add(camera.target.mid.Scale(speed)) } }