Example #1
0
void Camera::UpdateHeroFollow( float dt )
{
	//if hero hasn't moved this frame, return
	Hero* hero = g_game->GetWorld()->GetHero();
	if(hero->MovedLastFrame() == false)
	{
		return;
	}

	//try to focus on hero
	Vec2f oldCenter = m_quad.Center();
	Vec2f toHero = g_game->GetWorld()->GetHero()->GetMoveCenter() - m_quad.Center();
	float oldDistance = toHero.Length();
	toHero.Normalize();

	m_quad.Offset(toHero * kCameraMoveSpeed * dt);
	float distanceMoved = (m_quad.Center() - oldCenter).Length();

	if(distanceMoved > oldDistance)
	{
		//overshoot
		m_quad.SetCenter(g_game->GetWorld()->GetHero()->GetMoveCenter());
	}

	//constrain to room
	m_quad.ClipInsideOtherQuad(m_room->RoomQuad());
}
Example #2
0
void Camera::UpdateDestination( float dt )
{
	//move if necessary
	if(m_hasDestination)
	{
		Vec2f toDestination = m_destinationPosition - m_quad.Center();
		float distanceRemaning = toDestination.Length();
		float moveStep = kCameraMoveSpeed * dt;

		bool doneMoving = false;
		if(moveStep > distanceRemaning)
		{
			moveStep = distanceRemaning;
			m_hasDestination = false; //we're there
		}

		Vec2f direction = toDestination;
		direction.Normalize();

		Vec2f oldPosition = m_quad.Center();

		//movestep
		m_quad.SetLowerLeft(m_quad.LowerLeft() + direction * moveStep);
	}
}
void FireProjectileAction::fire(const Vec2f& _source, const Vec2f& _position)
{
    Vec2f direction = _position - _source;
    direction.Normalize();
    Vec2f position = _source;
    position += direction*3;
    FactoryParameters _parameters;
    _parameters.add<Vec2f>("position", position);
    _parameters.add<Vec2f>("velocity", direction*100);
    immutableData.projectileFactory->use(&_parameters, nullptr);
}
Example #4
0
// CORRECTNESS: not calculating tangents across closed rotoPaths
Vec2f AbstractPath::tangent(const int i) const { 
  assert(i>=0 && i<getNumElements());
  if (_tangents)
    return _tangents[i];
  Vec2f U;
  if (i==0)
    Vec2f_Sub(U,getElement(1), getElement(0));
  else if (i==getNumElements()-1) 
    Vec2f_Sub(U,getElement(getNumElements()-1), 
	      getElement(getNumElements()-2));
  else {
    Vec2f_Sub(U,getElement(i+1), getElement(i-1));
  }
  U.Normalize();
  return U;
}