Beispiel #1
0
/* intersectY0:
 * Return true if boxes could overlap if shifted in x but don't,
 * or if actually overlap and an x move is smallest to remove overlap.
 * Otherwise (no y overlap or a y move is smaller), return false.
 * Assume q pos to right of p pos.
 */
static int intersectY0(nitem * p, nitem * q)
{
    int xdelta, ydelta;
    int v = ((p->bb.LL.y <= q->bb.UR.y) && (q->bb.LL.y <= p->bb.UR.y));
    if (v == 0)  /* no y overlap */
	return 0;
    if (p->bb.UR.x < q->bb.LL.x) /* but boxes don't really overlap */
	return 1;
    xdelta = distX(&p->bb,&q->bb) - (q->pos.x - p->pos.x);
    if (q->pos.y >= p->pos.y) 
	ydelta = distY(&p->bb,&q->bb) - (q->pos.y - p->pos.y); 
    else
	ydelta = distY(&p->bb,&q->bb) - (p->pos.y - q->pos.y); 
    return (xdelta <= ydelta);
}
Beispiel #2
0
/* intersectX0:
 * Return true if boxes could overlap if shifted in y but don't,
 * or if actually overlap and an y move is smallest to remove overlap.
 * Otherwise (no x overlap or a x move is smaller), return false.
 * Assume q pos to above of p pos.
 */
static int intersectX0(nitem * p, nitem * q)
{
    int xdelta, ydelta;
    int v = ((p->bb.LL.x <= q->bb.UR.x) && (q->bb.LL.x <= p->bb.UR.x));
    if (v == 0)  /* no x overlap */
	return 0;
    if (p->bb.UR.y < q->bb.LL.y) /* but boxes don't really overlap */
	return 1;
    ydelta = distY(&p->bb,&q->bb) - (q->pos.y - p->pos.y);
    if (q->pos.x >= p->pos.x) 
	xdelta = distX(&p->bb,&q->bb) - (q->pos.x - p->pos.x); 
    else
	xdelta = distX(&p->bb,&q->bb) - (p->pos.x - q->pos.x); 
    return (ydelta <= xdelta);
}
Beispiel #3
0
void GameplayState::resolveExistance()
{
    for(unsigned int i = 0; i < enemies.size(); i++)
    {
        sf::Vector2f playerPos = player->representation.getPosition();
        float enemyLen = ezo::vecLength(playerPos.x -  enemies[i]->representation.getPosition().x,
                                        playerPos.y -  enemies[i]->representation.getPosition().y);
        if(enemyLen > 1500.f)
        {
            std::uniform_real_distribution<float> distX(servLoc.getRender()->getWindow()->getSize().x/4,
                                                        servLoc.getRender()->getWindow()->getSize().x/2);
            std::uniform_real_distribution<float> distY(servLoc.getRender()->getWindow()->getSize().y/4,
                                                        servLoc.getRender()->getWindow()->getSize().y/2);

            std::uniform_int_distribution<int> boolDist(false, true);

            sf::Vector2f playerPos = player->representation.getPosition();

            float posX = distX(randEngine);
            float posY = distY(randEngine);
            if(boolDist(randEngine))
                posX = -posX;
            if(boolDist(randEngine))
                posY = -posY;

            enemies[i]->representation.setPosition({posX + playerPos.x, posY + playerPos.y});
        }
        if(!enemies[i]->exist)
        {
            std::uniform_int_distribution<unsigned char> exploColor(0, 255);
            sf::Color explosionColor(exploColor(randEngine), exploColor(randEngine), exploColor(randEngine));

            ParticlesSource* explo = new ParticlesSource(enemies[i]->representation.getPosition());
            explo->createParticles(1000, sf::Vector2f(0, 0), 4.f, explosionColor, 0, sf::seconds(0.7f), 0.4f);
            explosions.push_back(explo);

            std::uniform_real_distribution<float> distX(servLoc.getRender()->getWindow()->getSize().x/4,
                                                        servLoc.getRender()->getWindow()->getSize().x/2);
            std::uniform_real_distribution<float> distY(servLoc.getRender()->getWindow()->getSize().y/4,
                                                        servLoc.getRender()->getWindow()->getSize().y/2);
            std::uniform_int_distribution<int> boolDist(false, true);

            if(boolDist(randEngine))
            {
                player->hp += enemies[i]->attack * 3;
                if(player->hp > player->fullHP)
                    player->hp = player->fullHP;
            }

            delete enemies[i];
            enemies.erase( enemies.begin() + i);

            static unsigned int enemyHP, enemyAttack;

            unsigned int enemiesCount;
            if(player->score < 3)
                enemiesCount = 1,
                enemyHP = 30,
                enemyAttack = 1;
            else if(player->score < 10)
                enemiesCount = 2,
                enemyHP = 60,
                enemyAttack = 2;
            else if(player->score < 50)
                enemiesCount = 4,
                enemyHP = 80,
                enemyAttack = 3;
            else if(player->score < 100)
                enemiesCount = 7,
                enemyHP = 100,
                enemyAttack = 5;
            else if(player->score < 200)
                enemiesCount = 10,
                enemyHP = 150,
                enemyAttack = 4;
            else if(player->score < 1000)
                enemiesCount = 12,
                enemyHP = 180,
                enemyAttack = 5;
            else
                enemiesCount = 17,
                enemyHP = 200,
                enemyAttack = 8;

            for(unsigned int i = enemies.size(); i < enemiesCount; i++)
            {
                sf::Vector2f enemyPos;
                float xpart = distX(randEngine);
                float ypart = distY(randEngine);
                if(boolDist(randEngine))    xpart = -xpart;
                if(boolDist(randEngine))    ypart = -ypart;
                enemyPos.x = xpart + player->representation.getPosition().x;
                enemyPos.y = ypart + player->representation.getPosition().y;

                enemies.push_back(new Ship(enemyPos, enemyHP, 1100, 700, enemyAttack, 6, 10000, 1000000000));
            }
        }
    }
}