Esempio n. 1
0
func (p *burstProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)
	if p.Remaining_initial.Magnitude() == 0 {
		if p.count > 0 {
			p.count = -1
		}
		p.Frames--
		if p.Frames <= 0 {
			p.The_phase = game.PhaseComplete
		}
		for i := range g.Ents {
			other := g.Ents[i]
			if other == player {
				continue
			}
			dist := other.Pos().Sub(player.Pos()).Mag()
			if dist < 1 {
				dist = 1
			}
			force := p.Force / dist
			other.ApplyForce(other.Pos().Sub(player.Pos()).Norm().Scale(force))
		}
	}
}
Esempio n. 2
0
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))
	}
}
Esempio n. 3
0
func (p *burstProcess) Draw(player_id int, g *game.Game) {
	player := g.GetEnt(player_id).(*game.Player)
	base.EnableShader("circle")
	prog := p.Remaining_initial.Magnitude() / p.Initial.Magnitude()
	base.SetUniformF("circle", "progress", 1-float32(prog))
	gl.Color4ub(255, 255, 255, 255)
	radius := 40.0
	texture.Render(
		player.X-radius,
		player.Y-radius,
		2*radius,
		2*radius)
	base.EnableShader("")
}
Esempio n. 4
0
func (p *pullProcess) Draw(player_id int, g *game.Game) {
	gl.Color4d(1, 1, 1, 1)
	gl.Disable(gl.TEXTURE_2D)
	player := g.GetEnt(player_id).(*game.Player)
	v1 := player.Pos()
	v2 := v1.Add(linear.Vec2{1000, 0})
	v3 := v2.RotateAround(v1, player.Angle-p.Angle/2)
	v4 := v2.RotateAround(v1, player.Angle+p.Angle/2)
	gl.Begin(gl.LINES)
	vs := []linear.Vec2{v3, v4, linear.Vec2{player.X, player.Y}}
	for i := range vs {
		gl.Vertex2d(gl.Double(vs[i].X), gl.Double(vs[i].Y))
		gl.Vertex2d(gl.Double(vs[(i+1)%len(vs)].X), gl.Double(vs[(i+1)%len(vs)].Y))
	}
	gl.End()
	s := fmt.Sprintf("%.2f", p.supplied)
	base.Log().Printf("'%s'", s)
	if true {
		base.GetDictionary("luxisr").RenderString(s, 10, 10, 0, 50, gin.Left)
	}
}