//--------------------------------------------------------- CSG_Shape * CSG_PointCloud::Get_Shape(TSG_Point Point, double Epsilon) { CSG_Rect r(Point.x - Epsilon, Point.y - Epsilon, Point.x + Epsilon, Point.y + Epsilon); if( r.Intersects(Get_Extent()) != INTERSECTION_None ) { int iPoint = -1; double iDistance = -1.0; for(int iRecord=0; iRecord<Get_Count(); iRecord++) { Set_Cursor(iRecord); if( r.Contains(Get_X(), Get_Y()) ) { if( iPoint < 0 || iDistance > SG_Get_Distance(Point.x, Point.y, Get_X(), Get_Y()) ) { iPoint = iRecord; iDistance = SG_Get_Distance(Point.x, Point.y, Get_X(), Get_Y()); } } } if( iPoint >= 0 ) { return( CSG_Shapes::Get_Shape(iPoint) ); } } return( NULL ); }
// Cross product. Finds perpendicular direction to plane defined by 2. Also useful for lighting and angles Direction Direction::Cross(const Direction& direction) const { return Direction::Coordinates( Get_Y() * direction.Get_Z() - Get_Z() * direction.Get_Y(), Get_Z() * direction.Get_X() - Get_X() * direction.Get_Z(), Get_X() * direction.Get_Y() - Get_Y() * direction.Get_X()); }
//--------------------------------------------------------- const CSG_Rect & CSG_PointCloud::Get_Selection_Extent(void) { if( Get_Selection_Count() > 0 && Set_Cursor(Get_Selection_Index(0)) ) { TSG_Rect r; r.xMin = r.xMax = Get_X(); r.yMin = r.yMax = Get_Y(); for(size_t i=1; i<Get_Selection_Count(); i++) { if( Set_Cursor(Get_Selection_Index(i)) ) { if( Get_X() < r.xMin ) r.xMin = Get_X(); else if( Get_X() > r.xMax ) r.xMax = Get_X(); if( Get_Y() < r.yMin ) r.yMin = Get_Y(); else if( Get_Y() > r.yMax ) r.yMax = Get_Y(); } } m_Extent_Selected.Assign(r); } else { m_Extent_Selected.Assign(0.0, 0.0, 0.0, 0.0); } return( m_Extent_Selected ); }
//--------------------------------------------------------- const CSG_Rect & CSG_PointCloud::Get_Selection_Extent(void) { if( m_nSelected > 0 && Set_Cursor(m_Selected[0]) ) { TSG_Rect r; r.xMin = r.xMax = Get_X(); r.yMin = r.yMax = Get_Y(); for(int i=1; i<m_nSelected; i++) { if( Set_Cursor(m_Selected[i]) ) { if( Get_X() < r.xMin ) r.xMin = Get_X(); else if( Get_X() > r.xMax ) r.xMax = Get_X(); if( Get_Y() < r.yMin ) r.yMin = Get_Y(); else if( Get_Y() > r.yMax ) r.yMax = Get_Y(); } } m_Extent_Selected.Assign(r); } else { m_Extent_Selected.Assign(0.0, 0.0, 0.0, 0.0); } return( m_Extent_Selected ); }
void Monster::Rand_Move() { int idx[4] = { -1,0,1,0 }; int idy[4] = { 0,-1,0,1 }; int rand_dir = Singleton::getSingleton().Rand_Dir(); int temp = Singleton::getSingleton().Search(Get_X() + idx[rand_dir], Get_Y() + idy[rand_dir]); if (temp == -1) Set_X(Get_X() + idx[rand_dir]), Set_Y(Get_Y() + idy[rand_dir]); else if (Singleton::getSingleton().obj_list[temp]->Get_Type() == T_item) { Set_X(Get_X() + idx[rand_dir]), Set_Y(Get_Y() + idy[rand_dir]); Singleton::getSingleton().Delete(temp); Set_Have_Bomb(true); } else { bool Is_Move = false; for (int i = 0; i < 4; i++)if (Singleton::getSingleton().Search(Get_X() + idx[i], Get_Y() + idy[i]) == -1)Is_Move = true; if (Is_Move) Rand_Move(); } }
//--------------------------------------------------------- bool CSG_PointCloud::Select(TSG_Rect Extent, bool bInvert) { if( !bInvert ) // clear selection { Select(-1, false); } if( Get_Extent().Intersects(Extent) != INTERSECTION_None ) { for(int i=0; i<Get_Count(); i++) { Set_Cursor(i); if( Extent.xMin <= Get_X() && Get_X() <= Extent.xMax && Extent.yMin <= Get_Y() && Get_Y() <= Extent.yMax ) { Select(i, true); } } } return( Get_Selection_Count() > 0 ); }
void Monster::Attack() { int idx[4] = { 0,-1,0,1 }; int idy[4] = { -1,0,1,0 }; for (int i = 0; i < 4; i++) { int temp = Singleton::getSingleton().Search(Get_X() + idx[i], Get_Y() + idy[i]); if (temp == -1) continue; if (Singleton::getSingleton().obj_list[temp]->Get_Type() == T_player) { Singleton::getSingleton().Lose(); Singleton::getSingleton().End_Flag = true; } } }
void Monster::Update() { Set_Frame_Cnt(Get_Frame_Cnt() + 1); Get_Frame_Cnt() % 2 == 0 ? Set_Shape(MONSTER_EMPTY) : Set_Shape(MONSTER_FILL); Rand_Move(); Attack(); if (Get_Frame_Cnt() % Bomb_Put_delay == 0 && Get_Have_Bomb()) { int idx[4] = { -1,0,1,0 }; int idy[4] = { 0,-1,0,1 }; int rand_dir = Singleton::getSingleton().Rand_Dir(); int n_x = Get_X() + idx[rand_dir]; int n_y = Get_Y() + idy[rand_dir]; int temp = Singleton::getSingleton().Search(n_x, n_y); if (temp == -1) Singleton::getSingleton().obj_list.push_back(new Bomb(n_x, n_y, T_monster)); else if (Singleton::getSingleton().obj_list[temp]->Get_Type() == T_item) { Singleton::getSingleton().Delete(temp); Singleton::getSingleton().obj_list.push_back(new Bomb(n_x, n_y, T_monster)); } } }
void CrossHairClass::Update_Calibration(float tx,float ty,float area) { // two point calibration. We know that the area of the target when we are near the goal is 0.033 // The area of the target when we're far from the goal is 0.01 // We're going to maintain a line segment for the CrossHairY defined by two points: // (0.033,m_CrossHairYNear) (0.01,m_CrossHairYFar) // When we get a calibration request, we decide which point we are closer to and update that // point, proportionally to the current area. // if we are closer to 'AREA_NEAR' we update YNear, otherwise update YFar if (area > AREA_MID) { //Updating YNear, assume YFar is fixed, compute YNear which would give us ty,area // (YFar - YNear*) / (AREA_FAR - AREA_NEAR) == (YFar - ty) / (AREA_FAR - area) float slope = (YFar - ty) / (AREA_FAR - area); YNear = -slope * (AREA_FAR - AREA_NEAR) + YFar; slope = (XFar - tx) / (AREA_FAR - area); XNear = -slope * (AREA_FAR - AREA_NEAR) + XFar; } else { //Updating YFar. assume YNear is fixed, compute YFar which would give us ty,area // (YFar* - YNear) / (AREA_FAR - AREA_NEAR) == (ty - YNear) / (area - AREA_NEAR) float slope = (ty - YNear) / (area - AREA_NEAR); YFar = slope * (AREA_FAR - AREA_NEAR) + YNear; slope = (tx - XNear) / (area - AREA_NEAR); XFar = slope * (AREA_FAR - AREA_NEAR) + XNear; } // double check float xcheck = Get_X(area); float ycheck = Get_Y(area); printf("Calibrated! XIn: %f XCheck: %f YIn: %f YCheck: %f\r\n",tx,xcheck,ty,ycheck); }
void C_Player1::Move() { //MOVE PLAYER///////////////////// //LIMITS to keep things from getting stupid if(Get_xSpeed() > m_xMaxSpeed) Set_xSpeed(m_xMaxSpeed); if(Get_xSpeed() < -m_xMaxSpeed) Set_xSpeed(-m_xMaxSpeed); if(Get_ySpeed() > m_yMaxSpeed) Set_ySpeed(m_yMaxSpeed); if(Get_ySpeed() < -m_yMaxSpeed) Set_ySpeed(-m_yMaxSpeed); //Update the position TODO: Make variable 'requested position' for future collision checking Set_X(Get_X() + Get_xSpeed()); Set_Y(Get_Y() + Get_ySpeed()); //Window collision if(Get_X() + Get_xSpeed() < 0) Set_X(0); if(Get_X() + Get_xSpeed() > LEVEL_WIDTH - PLAYER_WIDTH)//factor in player height/width TODO m_X = (m_X - m_xSpeed); if(Get_Y() + Get_ySpeed() < 0) Set_Y(0); if(Get_Y() + Get_ySpeed() > LEVEL_HEIGHT - PLAYER_HEIGHT) m_Y = (m_Y - m_ySpeed); //If there's a sword swing, move the shield for(int i = 0; i < Weapons.size(); i++) if(Weapons[i]->Get_weaponType() == SWORD)//if sword found Controls.key_S = true;//simulate shield //***************************************************ZONING STUFF /Scroll the screen and load in new zones when player hits an edge // 16 X 8 sized map!!!! if(m_Y < 10 && TileManager.Get_transitionDirection() == -1)//ZONE UP if not already zoning // THE -1 means no transition is happening if(TileManager.Get_mapPosition().y != 1){//if not at the top TileManager.MapTransition(UP); SDL_Rect updateMapPosition = {TileManager.Get_mapPosition().x, TileManager.Get_mapPosition().y - 1}; TileManager.Set_mapPosition(updateMapPosition); } if(m_Y > 930 && TileManager.Get_transitionDirection() == -1)//ZONE DOWN if not already zoning if(TileManager.Get_mapPosition().y != 4){//if not at the bottom (16 x 8 map) TileManager.MapTransition(DOWN); SDL_Rect updateMapPosition = {TileManager.Get_mapPosition().x, TileManager.Get_mapPosition().y + 1}; TileManager.Set_mapPosition(updateMapPosition); } if(m_X < 10 && TileManager.Get_transitionDirection() == -1)//zone LEFT if not already zoning if(TileManager.Get_mapPosition().x != 1){//if not at far left TileManager.MapTransition(LEFT); SDL_Rect updateMapPosition = {TileManager.Get_mapPosition().x - 1, TileManager.Get_mapPosition().y}; TileManager.Set_mapPosition(updateMapPosition); } if(m_X > 1250 && TileManager.Get_transitionDirection() == -1)//zone RIGHT if not already zoning if(TileManager.Get_mapPosition().x != 8){//if not at far right TileManager.MapTransition(RIGHT); SDL_Rect updateMapPosition = {TileManager.Get_mapPosition().x + 1, TileManager.Get_mapPosition().y}; TileManager.Set_mapPosition(updateMapPosition); } if(TileManager.Get_transitionDirection() == UP){ m_Y = TileManager.Get_offsetCounterY(); if(m_Y > SCREEN_HEIGHT - PLAYER_HEIGHT )//keep player from going into another transition m_Y = LEVEL_HEIGHT - PLAYER_HEIGHT - 11; } if(TileManager.Get_transitionDirection() == DOWN){ m_Y = LEVEL_HEIGHT + TileManager.Get_offsetCounterY(); if(m_Y < LEVEL_HEIGHT - SCREEN_HEIGHT + PLAYER_HEIGHT/2) m_Y = 11; } if(TileManager.Get_transitionDirection() == LEFT){ m_X = TileManager.Get_offsetCounterX(); if(m_X > SCREEN_WIDTH - PLAYER_WIDTH/2) m_X = LEVEL_WIDTH - PLAYER_WIDTH -11; } if(TileManager.Get_transitionDirection() == RIGHT){ m_X = LEVEL_WIDTH + TileManager.Get_offsetCounterX(); if(m_X < LEVEL_WIDTH - SCREEN_WIDTH + PLAYER_WIDTH/3) m_X = 11; } }
//--------------------------------------------------------- bool CSG_PRQuadTree_Node::Add_Point(double x, double y, double z) { if( Contains(x, y) ) { if( has_Statistics() ) { Get_X()->Add_Value(x); Get_Y()->Add_Value(y); Get_Z()->Add_Value(z); } int i = y < m_yCenter ? (x < m_xCenter ? 0 : 3) : (x < m_xCenter ? 1 : 2); //------------------------------------------------- if( m_pChildren[i] == NULL ) { double Size = 0.5 * m_Size; switch( i ) { case 0: m_pChildren[i] = new CSG_PRQuadTree_Leaf(m_xCenter - Size, m_yCenter - Size, Size, x, y, z); break; case 1: m_pChildren[i] = new CSG_PRQuadTree_Leaf(m_xCenter - Size, m_yCenter + Size, Size, x, y, z); break; case 2: m_pChildren[i] = new CSG_PRQuadTree_Leaf(m_xCenter + Size, m_yCenter + Size, Size, x, y, z); break; case 3: m_pChildren[i] = new CSG_PRQuadTree_Leaf(m_xCenter + Size, m_yCenter - Size, Size, x, y, z); break; } return( true ); } //----------------------------------------------------- if( m_pChildren[i]->is_Leaf() ) { CSG_PRQuadTree_Leaf *pLeaf = m_pChildren[i]->asLeaf(); if( x != pLeaf->Get_X() || y != pLeaf->Get_Y() ) { if( has_Statistics() ) { m_pChildren[i] = new CSG_PRQuadTree_Node_Statistics (pLeaf); } else { m_pChildren[i] = new CSG_PRQuadTree_Node (pLeaf); } ((CSG_PRQuadTree_Node *)m_pChildren[i])->Add_Point(x, y, z); } else { if( !pLeaf->has_Statistics() ) { m_pChildren[i] = new CSG_PRQuadTree_Leaf_List(pLeaf->m_xCenter, pLeaf->m_yCenter, pLeaf->m_Size, x, y, pLeaf->Get_Z()); delete(pLeaf); } ((CSG_PRQuadTree_Leaf_List *)m_pChildren[i])->Add_Value(z); } return( true ); } //------------------------------------------------- // if( m_pChildren[i]->is_Node() ) { return( ((CSG_PRQuadTree_Node *)m_pChildren[i])->Add_Point(x, y, z) ); } } return( false ); }
void Direction::Set_Z(const float z) { Set_Coordinates(Get_X(), Get_Y(), z); }
// Add values to the coordinates of the direction void Direction::Add_Coordinates(const float x, const float y, const float z) { Set_Coordinates(Get_X() + x, Get_Y() + y, Get_Z() + z); return; }
//--------------------------------------------------------- CSG_Shape * CSG_PointCloud::_Set_Shape(int iPoint) { SG_UI_Progress_Lock(true); CSG_Shape *pShape = m_Shapes.Get_Shape(0); if( pShape->is_Modified() && m_Shapes_Index >= 0 && m_Shapes_Index < Get_Count() ) { m_Cursor = m_Points[m_Shapes_Index]; for(int i=0; i<Get_Field_Count(); i++) { switch( Get_Field_Type(i) ) { default: Set_Value(i, pShape->asDouble(i)); break; case SG_DATATYPE_Date: case SG_DATATYPE_String: Set_Value(i, pShape->asString(i)); break; } } Set_Value(0, pShape->Get_Point(0).x); Set_Value(1, pShape->Get_Point(0).y); Set_Value(2, pShape->Get_Z (0) ); } if( iPoint >= 0 && iPoint < Get_Count() ) { if(1|| iPoint != m_Shapes_Index ) { m_Cursor = m_Points[iPoint]; pShape->Set_Point(Get_X(), Get_Y(), 0, 0); pShape->Set_Z (Get_Z() , 0, 0); for(int i=0; i<Get_Field_Count(); i++) { switch( Get_Field_Type(i) ) { default: pShape->Set_Value(i, Get_Value(i)); break; case SG_DATATYPE_Date: case SG_DATATYPE_String: { CSG_String s; Get_Value(i, s); pShape->Set_Value(i, s); } break; } } m_Shapes_Index = iPoint; pShape->m_Index = iPoint; pShape->Set_Selected(is_Selected(iPoint)); } m_Shapes.Set_Modified(false); SG_UI_Progress_Lock(false); return( pShape ); } m_Shapes_Index = -1; SG_UI_Progress_Lock(false); return( NULL ); }
void C_Player1::Render() { SDL_Rect offset = {Get_X() - Camera.Get_XYWH()->x, Get_Y() - Camera.Get_XYWH()->y, PLAYER_WIDTH, PLAYER_HEIGHT}; Uint32 color = SDL_MapRGB(screen->format, 255, 0, 0); SDL_FillRect(screen, &offset, color); }
void Direction::Set_Y(const float y) { Set_Coordinates(Get_X(), y, Get_Z()); }
// Find the distance between this direction and another Direction Direction::Distance(const Direction& to) const { Direction copy = to; copy.Add_Coordinates(-1 * Get_X(), -1 * Get_Y(), -1 * Get_Z()); return (copy); }
// Dot product. Useful for lighting float Direction::Dot(const Direction& direction) const { float answer = (Get_X() * direction.Get_X()) + (Get_Y() * direction.Get_Y()) + (Get_Z() * direction.Get_Z()); return (answer); }
// Makes a vertex with the X, Y, and Z values glm::vec3 Direction::To_Vertex(void) const { return (glm::vec3(Get_X(), Get_Y(), Get_Z())); }