void CMovement::Update(void)
{
	CRotation*			pcRotation;
	CPosition*			pcPosition;
	SFloat3*			psPosition;
	SQuaternion*		psRotation;
	CTransformNode*		pcMatrix;

	if (miType == MT_PRS)
	{
		psRotation = NULL;
		if (mpcRotationAnimation)
		{
			pcRotation = (CRotation*)mpcRotationAnimation->Update();
			psRotation = pcRotation->GetRotation();
		}
		psPosition = NULL;
		if (mpcPositionAnimation)
		{
			pcPosition = (CPosition*)mpcPositionAnimation->Update();
			psPosition = pcPosition->GetPosition();
		}
		D3DXMatrixTransformation((D3DXMATRIX*)&mpsOutput->sD3DMatrix, NULL, NULL, NULL, NULL, (D3DXQUATERNION*)psRotation, (D3DXVECTOR3*)psPosition);
	}
	else if (miType = MT_Matrix)
	{
		pcMatrix = (CTransformNode*)mpcMatrixAnimation->Update();
		mpsOutput->sD3DMatrix = *pcMatrix->GetMatrix();
	}

	if (mpsOffset)
	{
		Float4x4Multiply(&mpsOutput->sD3DMatrix, &mpsOutput->sD3DMatrix, &mpsOffset->sD3DMatrix);
	}
}
E_BEHAVIOR_ACTIONS CAggressiveBehaviorModule::playBehavior(const CGame& inGame)
{
    E_BEHAVIOR_ACTIONS nextAction = E_ACTION_STAY;

    int opponentIdWithMaxMineCount = -1;
    int maxMineCount = 0;

    if (inGame.getOpponentIdWithMaxMineCount(opponentIdWithMaxMineCount, maxMineCount))
    {
        const CHero &targetHero = inGame.getHero(opponentIdWithMaxMineCount);
        const CPosition targetHeroPos(targetHero.getPosition());
        const int targetHeroCellId = inGame.get1DCoordOnBoard(targetHeroPos);
        const CHero &myHero = inGame.getMyHero();

        path_t targetHeroPath;
        if (inGame.getPathTo(myHero.getId(), targetHeroCellId, false, targetHeroPath))
        {
//             inGame.printPath(targetHeroPath, m_name);

            const CPosition nextPosition(inGame.get2DCoordOnBoard(*targetHeroPath.cbegin()));
            int deltaX = nextPosition.getX() - myHero.getPosition().getX();
            int deltaY = nextPosition.getY() - myHero.getPosition().getY();

            if      (deltaX ==  1) nextAction = E_ACTION_MOVE_EAST;
            else if (deltaX == -1) nextAction = E_ACTION_MOVE_WEST;
            else if (deltaY ==  1) nextAction = E_ACTION_MOVE_SOUTH;
            else if (deltaY == -1) nextAction = E_ACTION_MOVE_NORTH;
        } else {}
    } else
    {
        // WAIT
    } // else

    return nextAction;
} // playBehavior
Example #3
0
void Chusky::OnBnClickedPositionButton()
{
	CWnd *m_positionWnd;
	CPosition positionDlg;
	m_positionWnd = &positionDlg;
	INT_PTR nResponsePosition = positionDlg.DoModal();
	// TODO: 在此添加控件通知处理程序代码
}
void PositionFunction(void* pvCel, float fFractionalTime, void* pvData)
{
	//This is the rotation function which an animation can play.
	CPosition*	pcPosition;

	pcPosition = (CPosition*)pvCel;
	pcPosition->Update(fFractionalTime);
}
Example #5
0
CPosition* CPosition::NewL(MPositionObserver& aObserver)
{
    CPosition* self = new(ELeave) CPosition(aObserver);
    CleanupStack::PushL(self);
    self->ConstructL();
    CleanupStack::Pop(self);

    return self;
}
Example #6
0
void CUtmPoint::ToPosition(CPosition &pos)  const
	{
	double lat,lon;
	UtmToLatLonWGS84(m_xzone,m_yzone,m_easting,m_northing,
		lat,lon);
	pos.Clear();
	pos.SetLatitude(lat);
	pos.SetLongitude(lon);
	}
Example #7
0
bool CUtmPoint::FromPosition(const  CPosition &pos)
	{
	Clear();
	if(!IsPositionInUtmSpace(pos))
		return false;
	LatLonToUtmWGS84(m_xzone,m_yzone,m_easting,m_northing,
		pos.GetLatitude(),
		pos.GetLongitude());
	return true;
	}
Example #8
0
void ALeft::execute(const sf::Int32 elapsed) {
    // TODO: Verif' they are existing components
    // #1 get all components
    CAcceleration * acceleration;
    acceleration = (CAcceleration *) parent->getComponent("Acceleration");
    CSpeed * speed;
    speed = (CSpeed *) parent->getComponent("Speed");
    CPosition * position;
    position = (CPosition *) parent->getComponent("Position");

    // #2 add values
    speed->setHSpeed((speed->getHSpeed())-(acceleration->getHAcceleration()));
    position->setX((position->getX())+(speed->getHSpeed()));

    // #3 change sprites TODO
    // example : if elapsed > modulotime/2 then ...
}
Example #9
0
void AStand::execute(const sf::Int32 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  CSpeed * speed;
  speed = (CSpeed *) parent->getComponent("Speed");
  if ((float) std::abs(speed->getHSpeed()) > 1.2) {
    CAcceleration * acceleration;
    acceleration = (CAcceleration *) parent->getComponent("Acceleration");
    CPosition * position;
    position = (CPosition *) parent->getComponent("Position");
  
    // #2 add value
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
  } else {
    speed->setHSpeed(0.0);
  }

  // #3 change sprites TODO
  // example : if elapsed > modulotime/2 then ...
}
Example #10
0
void ALeft::execute(const sf::Int32 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  CSpeed * speed;
  speed = (CSpeed *) parent->getComponent("Speed");
  CAcceleration * acceleration;
  acceleration = (CAcceleration *) parent->getComponent("Acceleration");
  CPosition * position;
  position = (CPosition *) parent->getComponent("Position");

  if (speed->getHSpeed() > 1.2) {
    // #2a go back to 0
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
  } else {
    // #2b increase speed
    speed->setHSpeed((speed->getHSpeed())-(acceleration->getHAcceleration()));
    position->setX((position->getX())+(speed->getHSpeed()));
  }  
  // #3 change sprites TODO
  // example : if elapsed > modulotime/2 then ...
}
Example #11
0
bool CUIContainer::OnLBtnDown( int x ,int y )
{
	for (unsigned int i = 0;i < mChilds.size() ; i ++)
	{
		CPosition pt = mChilds[i]->ParentToSelf(x,y);
		if(mChilds[i]->Bound().Contain(x ,y) && mChilds[i]->OnLBtnDown(pt.X() , pt.Y()))
		{
			if(mFcousedObj && mFcousedObj != mChilds[i])
			{
				mFcousedObj->OnFocusOut(mChilds[i]);
			}
			mFcousedObj = mChilds[i];
			return true;
		}
	}
	if(mFcousedObj)
	{
		mFcousedObj->OnFocusOut(NULL);
		mFcousedObj = NULL;
	}
	return false;
}
Example #12
0
void ARight::execute(const sf::Int64 elapsed) {
  // TODO: Verif' they are existing components
  // #1 get all components
  sf::Int64 tempElapsedSum = getElapsedSum() + elapsed;
  CAcceleration * acceleration;
  acceleration = (CAcceleration *) parent->getComponent("Acceleration");
  CSpeed * speed = (CSpeed *) parent->getComponent("Speed");
  CPosition * position = (CPosition *) parent->getComponent("Position");
  CSprite * sprite = (CSprite *) parent->getComponent("Sprite");

  if (speed->getHSpeed() < -1.2) {
    // #2a go back to 0                                                       
    speed->setHSpeed((speed->getHSpeed())-((float)(speed->getHSpeed())/8.0));
    position->setX((position->getX())+(speed->getHSpeed()));
    sprite->updatePosition();
  } else { 
    // #2b add values
    speed->setHSpeed((speed->getHSpeed())+
		     ((float)elapsed/acceleration->getHAcceleration()*
		      speed->getHSpeedMax()));
    position->setX((position->getX())+ceil((speed->getHSpeed()))); // round sup
    sprite->updatePosition();
  }

  // #3 change sprites
  sf::Int64 temp = 0;
  int k = 0; //index to read in tab
  while (temp < tempElapsedSum) {
    ++k;
    temp = temp + (getModuloTime()/getSubSprites().size());
  }
  if ((k-1)>=getSubSprites().size())
    {k=getSubSprites().size();}
  sprite->updateSubSprite(getSubSprites().at(k-1));
  sprite->setDirection("right");
  setElapsedSum(tempElapsedSum%getModuloTime());
}
Example #13
0
// Call diz function implies an existing CPosition component
void CSprite::updatePosition() {
  CPosition * position =(CPosition *) parent->getComponent("Position");
  sprite.setPosition( position->getX() , position->getY());
}
Example #14
0
bool CBound::Contain( CPosition p ) const
{
	return Contain(p.X() , p.Y());
}