Beispiel #1
0
/**\brief Draws the radar.
 */
void Radar::Draw( Camera* camera, SpriteManager* sprites ) {
	short int radar_mid_x = RADAR_MIDDLE_X + Video::GetWidth() - 129;
	short int radar_mid_y = RADAR_MIDDLE_Y + 5;
	int radarSize;
	Coordinate focus = camera->GetFocusCoordinate();

	/*if(largeMode) {
		if( visibility <= QUADRANTSIZE )
		{
			Map* map = (Map*)UI::Search( "/Map/" );
			assert(map); // large mode should only be on when there is a map.
			if(map) {
				map->SetCenter( focus );
				map->SetScale( 300.0 / (2*visibility) );
			}
		}
		return;
	}*/

	list<Sprite*> *spriteList = sprites->GetSpritesNear(camera->GetFocusCoordinate(), (float)visibility);
	for( list<Sprite*>::const_iterator iter = spriteList->begin(); iter != spriteList->end(); iter++)
	{
		Coordinate blip;
		Sprite *sprite = *iter;

		// Calculate the blip coordinate for this sprite
		Coordinate wpos = sprite->GetWorldPosition();
		WorldToBlip( focus, wpos, blip );

		// Use the OpenGL Crop Rectangle to ensure that the blip is on the radar

		/* Convert to screen coords */
		blip.SetX( blip.GetX() + radar_mid_x );
		blip.SetY( blip.GetY() + radar_mid_y );

		radarSize = int((sprite->GetRadarSize() / float(visibility)) * (RADAR_HEIGHT / 4.0));

		if( radarSize >= 1 ) {
			if(sprite->GetID() == Hud::GetTarget() && Timer::GetTicks() % 1000 < 100)
				Video::DrawCircle( blip, radarSize, 2, WHITE );
			else
				Video::DrawCircle( blip, radarSize, 1, sprite->GetRadarColor() );
		} else {
			if(sprite->GetID() == Hud::GetTarget() && Timer::GetTicks() % 1000 < 100)
				Video::DrawCircle( blip, 1, 2, WHITE );
			else
				Video::DrawPoint( blip, sprite->GetRadarColor() );
		}
	}

	delete spriteList;
}
Beispiel #2
0
/**\brief Update the Projectile
 *
 * Projectiles do all the normal Sprite things like moving.
 * Projectiles check for collisions with nearby Ships, and if they collide,
 * they deal damage to that ship. Note that since each projectile knows which ship fired it and will never collide with them.
 *
 * Projectiles have a life time limit (in milli-seconds).  Each tick they need
 * to check if they've lived to long and need to disappear.
 *
 * Projectiles have the ability to track down a specific target.  This only
 * means that they will turn slightly to head towards their target.
 */
void Projectile::Update( void ) {
	Sprite::Update(); // update momentum and other generic sprite attributes
	SpriteManager *sprites = SpriteManager::Instance();

	// Check for projectile collisions
	Sprite* impact = sprites->GetNearestSprite( (Sprite*)this, 100,DRAW_ORDER_SHIP|DRAW_ORDER_PLAYER );
	if( (impact != NULL) && (impact->GetID() != ownerID) && ((this->GetWorldPosition() - impact->GetWorldPosition()).GetMagnitude() < impact->GetRadarSize() )) {
		((Ship*)impact)->Damage( (weapon->GetPayload())*damageBoost );
		sprites->Delete( (Sprite*)this );
		
		// Create a fire burst where this projectile hit the ship's shields.
		// TODO: This shows how much we need to improve our collision detection.
		Effect* hit = new Effect(this->GetWorldPosition(), "Resources/Animations/shield.ani", 0);
		hit->SetAngle( -this->GetAngle() );
		hit->SetMomentum( impact->GetMomentum() );
		sprites->Add( hit );
	}

	// Expire the projectile after a time period
	if (( Timer::GetTicks() > secondsOfLife + start )) {
		sprites->Delete( (Sprite*)this );
	}

	// Track the target
	Sprite* target = sprites->GetSpriteByID( targetID );
	float tracking = weapon->GetTracking();
	if( target != NULL && tracking > 0.00000001f ) {
		float angleTowards = normalizeAngle( ( target->GetWorldPosition() - this->GetWorldPosition() ).GetAngle() - GetAngle() );
		SetMomentum( GetMomentum().RotateBy( angleTowards*tracking ) );
		SetAngle( GetMomentum().GetAngle() );
	}
}
Beispiel #3
0
/**\brief Draws the radar.
 */
void Radar::Draw( void ) {
	short int radar_mid_x = RADAR_MIDDLE_X + Video::GetWidth() - 129;
	short int radar_mid_y = RADAR_MIDDLE_Y + 5;
	int radarSize;

	list<Sprite*> *spriteList = SpriteManager::Instance()->GetSpritesNear(Camera::Instance()->GetFocusCoordinate(), (float)visibility);
	for( list<Sprite*>::const_iterator iter = spriteList->begin(); iter != spriteList->end(); iter++)
	{
		Coordinate blip;
		Sprite *sprite = *iter;
		
		//if( sprite->GetDrawOrder() == DRAW_ORDER_PLAYER ) continue;
		
		// Calculate the blip coordinate for this sprite
		Coordinate wpos = sprite->GetWorldPosition();
		WorldToBlip( wpos, blip );
		
		// Use the OpenGL Crop Rectangle to ensure that the blip is on the radar
		
		/* Convert to screen coords */
		blip.SetX( blip.GetX() + radar_mid_x );
		blip.SetY( blip.GetY() + radar_mid_y );
		
		radarSize = int((sprite->GetRadarSize() / float(visibility)) * (RADAR_HEIGHT/4.0));
		
		if( radarSize >= 1 ) {
			if(sprite->GetID() == Hud::GetTarget() && Timer::GetTicks() % 1000 < 100)
				Video::DrawCircle( blip, radarSize, 2, WHITE );
			else
				Video::DrawCircle( blip, radarSize, 1, sprite->GetRadarColor() );
		} else {
			if(sprite->GetID() == Hud::GetTarget() && Timer::GetTicks() % 1000 < 100)
				Video::DrawCircle( blip, 1, 2, WHITE );
			else
				Video::DrawPoint( blip, sprite->GetRadarColor() );
		}
	}
	delete spriteList;
}
Beispiel #4
0
void GameWorld::SetMessageFromInput(UINT msg, int x, int y)
{
	char szMessage[MsgLen]={0};
	char szDebugMessage[DebugMsgLen]={0};

	sprintf((char *)szDebugMessage,"click X:%d Y:%d",x,y);
	SetWindowText(hwnd_window,szDebugMessage);

	x += ViewportPos_x;
	y += ViewportPos_y;	

	switch (msg)
	{
		case WM_LBUTTONDOWN:
			if (spMainRole->AnimationBegin() || spMainRole->GetAction() == STAND)
			{
				FixToGrid(spMainRole, x, y);

				Sprite* pTarget = haveSprite(x, y);
				//typeid, id, statu, action, targetTypeID, targetid, x, y
				if (pTarget)
				{
					sprintf(szMessage, "%d,%d,%d,%d,%d,%d,%d,%d", 
							spMainRole->GetTypeID() ,spMainRole->GetID(), spMainRole->GetStatu(), ATTACK, 
							pTarget->GetTypeID(), pTarget->GetID(), x, y);
				}
				else
				{
					sprintf(szMessage, "%d,%d,%d,%d,%d,%d,%d,%d", 
							spMainRole->GetTypeID(), spMainRole->GetID(), spMainRole->GetStatu(), WALK, 0, 0, x, y);
				}
			}			

			break;
		default:
			break;
	}	
	SendMsg(szMessage);	
}