Beispiel #1
0
bool Map::isInFog(const cocos2d::Vec2& position)
{
	auto bVisionRSq = buildingVisionRadius * buildingVisionRadius;
	for (auto& entity : m_level->getEntitiesByType(EGameEntityType::AllyBuilding))
	{
		if (auto building = entity.lock())
		{
			if (position.distanceSquared(building->getPosition()) < bVisionRSq)
			{
				return false;
			}
		}
	}

	for (auto& entity : m_level->getEntitiesByType(EGameEntityType::AllyShip))
	{
		if (auto ship = std::static_pointer_cast<Ship>(entity.lock()))
		{
			if (position.distanceSquared(ship->getPosition()) < ship->getVisionRadiusSq())
			{
				return false;
			}
		}
	}

	return true;
}
void SteeringAgent::truncateVelocity(cocos2d::Vec2& velocity) const {

	if (velocity.length() > m_maxSpeed) {
		
		velocity.normalize();
		velocity *= m_maxSpeed;
	}
}
 inline void MovingEntity::setHeading(const cocos2d::Vec2& heading)
 {
     // TODO: try and catch exception.
     if(heading.getLengthSq() < kMathEpsilon) return ;
     
     _heading = heading;
     _heading.normalize();
     _side = _heading.getPerp();
 }
static inline float vector2angel(cocos2d::Vec2 v)
{
    if (v.length() == 0) {
        return 0;
    }

    float pir = std::acos(v.x/v.length());
    if (v.y < 0) {
        pir = 2*3.1415926 - pir;
    }
    return  pir*(180.f/3.1415926);
}
void SteeringAgent::truncateSteeringForce(cocos2d::Vec2& force) const {

	if (force.length() > m_maxForce) {

		force.normalize();
		force *= m_maxForce;
	}

	if (force.length() > m_velocity.length()) {
		force = getForward() * m_maxForce;
	}
}
Beispiel #6
0
 void BlockHouse::setTarget(cocos2d::Vec2 target)
 {
     this->target = target;
     float angle = target.getAngle();
     angle = -CC_RADIANS_TO_DEGREES(angle);
     this->setRotation(angle);
 }
BlueParticles::BlueParticles(cocos2d::Vec2 position, std::string img, cocos2d::Vec2 powerDirection, float power)
	:	m_power(power),
		m_area(cocos2d::Rect(0,0,0,0)),
		m_direction(powerDirection.getNormalized())
{
	setCameraMask(4);
	setPosition(position);
	init();
	this->setTexture(img);
}
cocos2d::Vec2 GameEntity::getForwardVector() const {

	cocos2d::Vec2 forwardVector;
	const cocos2d::Vec2 initialForward = cocos2d::Vec2(0.0f, 1.0f);

	float rotationRadians = CC_DEGREES_TO_RADIANS(getRotation());
	const cocos2d::Node* parent = getParent();

	while (parent) {

		rotationRadians += CC_DEGREES_TO_RADIANS(parent->getRotation());
		parent = parent->getParent();
	}

	forwardVector = initialForward.rotateByAngle(cocos2d::Vec2::ZERO, rotationRadians);
	forwardVector.x *= -1.0f;

	return forwardVector;
}
StationSector* BaseStation::getSectorUnderMouse(const cocos2d::Vec3& position)
{
	static const auto winSize	= cocos2d::Director::getInstance()->getOpenGLView()->getVisibleSize();
	static auto camera			= GameHub::instance()->getCameraWrap();

	static cocos2d::Vec3 src;
	static cocos2d::Vec3 dst;
	static cocos2d::Vec2 offset;
	static float dist;
	static float dot;
	static float det;
	static float angle;

	offset.set(getToCenterOffset(position));

	dist	= offset.distanceSquared(cocos2d::Vec2::ZERO);
	dot		= cocos2d::Vec2::UNIT_X.x * offset.x + cocos2d::Vec2::UNIT_X.y * offset.y;  // dot product
	det		= cocos2d::Vec2::UNIT_X.x * offset.y - cocos2d::Vec2::UNIT_X.y * offset.x;  // determinant
	angle	= -atan2f(det, dot);
	angle	= (angle > 0 ? angle : (2 * 3.14f + angle)) * 360 / (2 * 3.14f);

	for (unsigned int i = 0; i < m_maxLevels; ++i)
	{
		for (auto sector : m_builtAssets[i])
		{
			if (!sector)
			{
				// if sectors gonna be destoyed at random indecies in the future
				// change it to continue
				break;
			}

			if (dist  > sector->getMinR() && dist  < sector->getMaxR() &&
				angle > sector->getMinA() && angle < sector->getMaxA())
			{
				return sector;
			}
		}
	}
	
	return nullptr;
}
Beispiel #10
0
/**
 *  @desc   指定された頂点座標群から、指定されたベクトル方向における最も離れた頂点を求める
 *  @param  頂点座標群
 *  @param  ベクトル方向
 *  @return 頂点座標
 */
cocos2d::Vec2 CCollisionData::getFarthestApexInDirection(const cocos2d::Vec2 &position, const std::vector<cocos2d::Vec2> *pApexs, const cocos2d::Vec2 &direction) const {
    // 頂点座標群がなければ位置座標を返す
    if(pApexs == NULL) return position ;
    
    // 誤差を抑えるために方向ベクトルを正規化する
    cocos2d::Vec2 vec = direction.getNormalized() ;
    // 暫定戻り値座標と、その頂点までの長さを最初の頂点で登録する
    cocos2d::Vec2 result = (*pApexs)[0] ;
    float maxLength = (*pApexs)[0].dot(vec) ;
    
    // 登録されている全ての頂点と比べる
    for(cocos2d::Vec2 apex : (*pApexs)){
        float length = apex.dot(vec) ;
        if(maxLength < length){
            maxLength = length ;
            result = apex ;
        }
    }
    return result ;
}
void UnlockPortals::SetLockCollision(cocos2d::Vec2 collBoxSize, cocos2d::Vec2 collBoxOffset)
{
	m_lockCollision = cocos2d::PhysicsBody::createBox(cocos2d::Size(collBoxSize), cocos2d::PhysicsMaterial(1.0f, 0.0f, 0.0f), collBoxOffset);
	m_lockCollision->setContactTestBitmask(0x0);
	m_lockCollision->setCollisionBitmask(0x1 << curOffset);
	m_lockCollision->setDynamic(false);
	m_lockCollision->setGravityEnable(true);
	m_lockCollision->setRotationEnable(false);
	m_lockCollision->retain();


	if (curOffset < 30)
		++curOffset;
	else
		curOffset = 27;
	
	if (!IsUnlocked())
	{
		setPhysicsBody(m_lockCollision);
		removeAllChildrenWithCleanup(true);
		if (!collBoxSize.isZero() && m_boundaryImg != "none")
		{
			removeAllChildrenWithCleanup(true);
			auto boundary = cocos2d::Sprite::create();
			boundary->setAnchorPoint(cocos2d::Vec2(0, 0));
			boundary->setTexture(m_boundaryImg);
			boundary->setTextureRect(cocos2d::Rect(collBoxOffset.x - collBoxSize.x / 2, collBoxOffset.y - collBoxSize.y / 3, collBoxSize.x, collBoxSize.y));
			cocos2d::Texture2D::TexParams params = cocos2d::Texture2D::TexParams();
			params.magFilter = GL_LINEAR;
			params.minFilter = GL_LINEAR;
			params.wrapS = GL_REPEAT;
			params.wrapT = GL_REPEAT;
			boundary->getTexture()->setTexParameters(params);
			boundary->setCameraMask(4);
			addChild(boundary,22);
			boundary->setPosition(cocos2d::Vec2(collBoxOffset.x - collBoxSize.x / 3.0, collBoxOffset.y - collBoxSize.y / 3.0) + cocos2d::Vec2(m_imgXOffset, m_imgYOffset));
		}
	}
}
Beispiel #12
0
bool GameScene::linkTemp(cocos2d::Vec2 v1, cocos2d::Vec2 v2)
{
    if (v1.equals(v2)) {
        return false;
    }

    
    // 判断点击的两个点是不是图案一致
    if (mMap[(int)v1.x][(int)v1.y] == mMap[(int)v2.x][(int)v2.y])
    {
        // 直连
        if (linkD(v1, v2)) {
            return true;
        }
        
        // 一个拐角,对角可直连
        auto p = Vec2(v1.x, v2.y);
        if (mMap[(int)p.x][(int)p.y] == 0) {
            if (linkD(v1, p) && linkD(p, v2)) {

                return true;
            }
        }
        
        // 一个拐角,对角可直连
        p = Vec2(v2.x, v1.y);
        if (mMap[(int)p.x][(int)p.y] == 0) {
            if (linkD(v1, p) && linkD(p, v2)) {

                return true;
            }
        }
        
        // X扩展,判断是否有可直连的点
        expandX(v1, p1E);
        expandX(v2, p2E);
        
        for (auto pt1 : p1E) {
            for (auto pt2 : p2E) {
                if (pt1.x == pt2.x) {
                    if (linkD(pt1, pt2)) {
                        return true;
                    }
                }
            }
        }
        
        // Y扩展,判断是否有可直连的点
        expandY(v1, p1E);
        expandY(v2, p2E);
        for (auto pt1 : p1E) {
            for (auto pt2 : p2E) {
                if (pt1.y == pt2.y) {
                    if (linkD(pt1, pt2)) {
                        return true;
                    }
                }
            }
        }
        
        
        return false;
    }
    
    
    return false;
}
 float getSpeed() const                                      { return _velocity.getLength(); }
void BaseStation::onMouseMove(cocos2d::Event* evt)
{
	static const auto winSize	= cocos2d::Director::getInstance()->getOpenGLView()->getVisibleSize();
	static auto camera			= GameHub::instance()->getCameraWrap();

	static cocos2d::Vec3 src;
	static cocos2d::Vec3 dst;
	static cocos2d::Ray ray;
	static cocos2d::Vec3 hitpoint;

	auto mouseEvent				= dynamic_cast<cocos2d::EventMouse*>(evt);
	const auto& mouseLoc		= mouseEvent->getLocationInView();
	const auto mouseOffset		= cocos2d::Vec2(mouseLoc.x, winSize.height - mouseLoc.y);

	src.set(mouseOffset.x, mouseOffset.y, 10000.0f);
	dst.set(mouseOffset.x, mouseOffset.y, 0.0f);
	
	camera->unproject(src, src);
	camera->unproject(dst, dst);

	ray.set(src, dst - src);

	if (intersects(ray, m_collider.getAABB(), hitpoint))
	{
		static cocos2d::Vec2 offset;
		static float dist;
		static float dot;
		static float det;
		static float angle;

		offset.set(getToCenterOffset(hitpoint));
		
		dist		= offset.distanceSquared(cocos2d::Vec2::ZERO);
		dot			= cocos2d::Vec2::UNIT_X.x * offset.x + cocos2d::Vec2::UNIT_X.y * offset.y;  // dot product
		det			= cocos2d::Vec2::UNIT_X.x * offset.y - cocos2d::Vec2::UNIT_X.y * offset.x;  // determinant
		angle		= -atan2f(det, dot);
		angle		= (angle > 0 ? angle : (2 * 3.14f + angle)) * 360 / (2 * 3.14f);

		bool found	= false;

		for (unsigned int i = 0; i < m_maxLevels; ++i)
		{
			for (auto sector : m_builtAssets[i])
			{
				if (!sector)
				{
					// if sectors gonna be destoyed at random indecies in the future
					// change it to continue
					break;
				}

				// special check for hovering the center of the station
				//m_isCenterHovered = (i == 0 && dist < sector->getMinR());

				if (dist  > sector->getMinR() && dist  < sector->getMaxR() &&
					angle > sector->getMinA() && angle < sector->getMaxA())
				{
					m_selections[i].first->setVisible(true);
					m_selections[i].first->setRotation(sector->getMinA());

					found = true;

					if (m_hoveredSector && m_hoveredSector != sector)
					{
						// hide the previous one
						auto level = m_hoveredSector->getLevel();
						m_selections[level].first->setVisible(false);

						m_hoveredSector = sector;
					}
					else
					{
						m_hoveredSector = sector;
					}

					break;
				}
			}

			if (found)
			{
				//CCLOG("level:%d index:%d", m_hoveredSector->getLevel(), m_hoveredSector->getIndex());
				break;
			}
			else
			{
				m_selections[i].first->setVisible(false);
				m_hoveredSector = nullptr;
			}
		}
	}
}
bool FireAOE::isPositionInArea(const cocos2d::Vec2 & relativePos)
{
	return relativePos.getLength()<radius;

}