Example #1
0
void MetalineEnemy::moveMetalineEnemy()
{
	updateActionState();
	
	if (actionState == DEFAULT_ACTION_STATE)
	{
		
	}
	else if (actionState == PLAYER_DETECTED_ACTION_STATE)
	{
		if (!hasCollided)
		{
			GameState *gs = GameState::GetInstance();
			Vector3f playerPos = gs->GetPlayerPosition();
			Vertex newDirection;
			newDirection.x = playerPos(0) - this->center.x;
			newDirection.y = playerPos(1) - this->center.y;
			newDirection.z = playerPos(2) - this->center.z;
			normalize(newDirection);
			this->velocity = Vec3f(newDirection.x * this->speed, newDirection.y * this->speed,
								   newDirection.z * this->speed);
		}
	}
	else if (actionState == SOUND_DETECTED_ACTION_STATE)
	{
		//Move Toward Sound TODO
	}
	
	this->center.x = this->center.x + (this->velocity)[0];
	this->center.y = this->center.y + (this->velocity)[1];
	this->center.z = this->center.z + (this->velocity)[2];
}
Example #2
0
bool MetalineEnemy::isPlayerVisible()
{
	GameState *gs = GameState::GetInstance();
	GameRoom *gr = gs->GetRoom();
	vector<GameObject *> gobjs = gr->GetGameObjects();
	vector<GamePlayer *> players = gr->GetPlayers();
	int objSize = gobjs.size();
	int playerSize = players.size();
	
	Vector3f playerPos = gs->GetPlayerPosition();
	
	Vertex playerDir;
	playerDir.x = playerPos(0) - this->center.x;
	playerDir.y = playerPos(1) - this->center.y;
	playerDir.z = playerPos(2) - this->center.z;
	
	float length = (playerDir.x * playerDir.x) + (playerDir.y * playerDir.y) + (playerDir.z * playerDir.z);
	
	float xIntervalFraction = playerDir.x / NUM_RAY_TRACE_INTERVALS;
	float yIntervalFraction = playerDir.y / NUM_RAY_TRACE_INTERVALS;
	float zIntervalFraction = playerDir.z / NUM_RAY_TRACE_INTERVALS;
	
	float radiusSquared = this->radius * this->radius;
	
	for (int i = 0; i < NUM_RAY_TRACE_INTERVALS; i++)
	{
		Vec3f v = Vec3f(this->center.x + playerDir.x * xIntervalFraction,
						this->center.y + playerDir.y * yIntervalFraction,
						this->center.z + playerDir.z * zIntervalFraction);
		
		for (int j; j < playerSize; j++)
		{
			GamePlayer *player = players[j];
			
			if (player->IsInBoundingBox(v))
			{
				return true;
			}
		}
		
		if ((i * length / NUM_RAY_TRACE_INTERVALS) > radiusSquared)
		{
			for (int k = 0; k < objSize; k++){
				GameObject *obj = gobjs[k];
				if (obj->IsInBoundingBox(v))
				{
					return false;
				}
			}
		}
	}
	
	return true;
}
Example #3
0
void MetalineEnemy::checkToFire()
{
	if (fireCounter >= FIRE_COUNTER_THRESHOLD)
	{
		GameState *gs = GameState::GetInstance();
		Vector3f playerPos = gs->GetPlayerPosition();
		Vector3f pCenter(this->center.x, this->center.y, this->center.z);
		Vector3f projectileDirection = (playerPos - pCenter).normalized();
		Vector3f velocity(projectileDirection(0) * PROJECTILE_SPEED, projectileDirection(1) * PROJECTILE_SPEED,
						  projectileDirection(2) * PROJECTILE_SPEED);
		Projectile *p = new Ball(pCenter, velocity, PROJECTILE_RADIUS);
		gs->GetParticleSystems()->AddBullet(p);
		
		fireCounter = 0;
	}
	else if (fireCounter < FIRE_COUNTER_THRESHOLD)
	{
		fireCounter++;
	}
}