Exemple #1
0
Pioneer3ATSim::Pioneer3ATSim():WheeledBaseSim(0.34,0.25,0.1,0.1)
{
speed=0;
rotSpeed=0;
//constructor: create the physical representation of the robot
PrismaticPart *top=new PrismaticPart;
PrismaticPart *bod=new PrismaticPart;

double topVertex[20][2]=
	{{0.176776695,-0.176776695},{0.216506351,-0.125},{0.241481457,-0.064704761},
	 {0.25,0},{0.241481457,0.064704761},{0.216506351,0.125},
	 {0.176776695,0.176776695},{0.132,0.193},{-0.037,0.193},
	 {-0.037,0.168},{-0.184,0.168},{-0.216506351,0.125},
	 {-0.241481457,0.064704761},{-0.25,0},{-0.241481457,-0.064704761},
	 {-0.216506351,-0.125},{-0.184,-0.168},{-0.037,-0.168},
	 {-0.037,-0.193},{0.132,-0.193}};
double body[8][2]=
{{0.2,0.0825},{0.16,0.1325},{-0.16,0.1325},{-0.2,0.0825},
{-0.2,-0.0825},{-0.16,-0.1325},{0.16,-0.1325},{0.2,-0.0825}};
vector<Vector2D> list;
int i;
for(i=0;i<20;i++)list.push_back(Vector2D(topVertex[i][0],topVertex[i][1]));
top->setPolygonalBase(list);
top->setHeight(0.005); //5mm
top->setRelativePosition(Vector3D(0,0,0.275));
top->setColor(0.1,0.1,0.1);
(*this)+=top;
list.clear();
for(int i=0;i<8;i++)list.push_back(Vector2D(body[i][0],body[i][1]));
bod->setPolygonalBase(list);
bod->setHeight(0.19); //190mm
bod->setRelativePosition(Vector3D(0,0,0.085));
bod->setColor(1.0,0.1,0.1);
(*this)+=bod;

//las ruedas no se pueden añadir hasta no tener un mecanismo de exclusión de detección
CylindricalPart *wheel1=new CylindricalPart(wheel_width,wheel_radius);
wheel1->setColor(0.1,0.1,0.1);
wheel1->setRelativeOrientation(X_AXIS,-PI/2);

CylindricalPart *wheel2=new CylindricalPart(wheel_width,wheel_radius);
wheel2->setColor(0.1,0.1,0.1);
wheel2->setRelativeOrientation(X_AXIS,-PI/2);

CylindricalPart *wheel3=new CylindricalPart(wheel_width,wheel_radius);
wheel3->setColor(0.1,0.1,0.1);
wheel3->setRelativeOrientation(X_AXIS,PI/2);

CylindricalPart *wheel4=new CylindricalPart(wheel_width,wheel_radius);
wheel4->setColor(0.1,0.1,0.1);
wheel4->setRelativeOrientation(X_AXIS,PI/2);

wheel1->setRelativePosition(Vector3D(large/2,width/2,wheel_radius+0.001));
wheel2->setRelativePosition(Vector3D(-large/2,width/2,wheel_radius+0.001));
wheel3->setRelativePosition(Vector3D(large/2,-width/2,wheel_radius+0.001));
wheel4->setRelativePosition(Vector3D(-large/2,-width/2,wheel_radius+0.001));

(*this)+=wheel1;
(*this)+=wheel2;
(*this)+=wheel3;
(*this)+=wheel4;
}
void CASW_Target_Dummy::PaintHealthBar( CASWHud3DMarineNames *pSurface )
{
	char pText[64];
	Q_snprintf( pText, sizeof( pText ), "DPS: %.2f", GetDPS() );

	pSurface->PaintGenericText( GetRenderOrigin() + Vector( -20, -10, 0), pText,	  Color( 140, 240, 240, 255 ), 1.0f, Vector2D( 0, -6 )  );

	Q_snprintf( pText, sizeof( pText ), "DAMAGE:%.2f", GetDamageTaken() );
	pSurface->PaintGenericText( GetRenderOrigin() + Vector( -20, -10, 0), pText,	  Color( 140, 240, 240, 255 ), 1.0f, Vector2D( 0, -5 )  );

	Q_snprintf( pText, sizeof( pText ), "LAST:%.2f", m_flLastHit.Get() );
	pSurface->PaintGenericText( GetRenderOrigin() + Vector( -20, -10, 0), pText,	  Color( 140, 240, 240, 255 ), 1.0f, Vector2D( 0, -4 )  );
}
Exemple #3
0
Vector2D GamePlayObject::CollisionCenter()
{
	return Vector2D(x + CollisionOffset.x + (collisionWidth/2), y + CollisionOffset.y + (collisionHeight/2));
}
Exemple #4
0
void Sprite::SetScaleX(double x) {
    SetScale(Vector2D(x, _scaleDimensions.GetY()));
}
Exemple #5
0
void Sprite::CalcCenterFrame() {
    double x = (_frameDimensions.GetX() * _scaleDimensions.GetX()) / 2;
    double y = (_frameDimensions.GetY() * _scaleDimensions.GetY()) / 2;
    _center = Vector2D(x, y);
}
Exemple #6
0
void Object::stop(){
	velocity = Vector2D(0, 0);
}
Exemple #7
0
void Sprite::SetCenterX(int x) {
    SetCenter(Vector2D(x, _center.GetY()));
}
Exemple #8
0
Vector2D operator/ (const Vector2D &a, float divisor)
{
	assert(divisor != 0.0f);
	return Vector2D(a.x / divisor, a.y / divisor);
}
Exemple #9
0
Vector2D operator+ (const Vector2D &a, const Vector2D &b)
{
	return Vector2D(a.x + b.x, a.y + b.y);
}
Exemple #10
0
Vector2D operator- (const Vector2D &a, const Vector2D &b)
{
	return Vector2D(a.x - b.x, a.y - b.y);
}
Exemple #11
0
Vector2D operator* (float scalar, const Vector2D &a)
{
	return Vector2D(a.x * scalar, a.y * scalar);
}
Exemple #12
0
void VideoDisplay::OnMouseLeave(wxMouseEvent& event) {
	mouse_pos = Vector2D();
	if (tool)
		tool->OnMouseEvent(event);
}
void GameplayFrame::DrawGame(Core::Graphics& graphics)
{
	PROFILE("Total Draw");
	myBackground.DrawBackdrop(graphics);
	graphics.SetColor( RGB( 255, 255, 255));
	char buf[50];
	sprintf_s(buf, "%f", debugTime);
	graphics.DrawString(35,980, buf);
	graphics.DrawString(5, 980, "FPS:");
	healthBar.DrawHealth(graphics);
	fuelGauge.DrawPlayerFuel(graphics);
	graphics.SetColor(RGB(51,51,51));
	boundaries.Draw(graphics);
	{
		PROFILE("Draw Planets");
		creator.DrawPlanets(graphics);
	}
	graphics.SetColor( RGB( 255, 255, 255));
	{
		PROFILE("Draw Enemies");
		tester.drawShips(graphics);
	}
	{
		PROFILE("Draw Particles");
		myParticles.drawEffect(graphics);
	}
	myText.drawText(graphics);
	graphics.SetColor(RGB(255,255,255));
	Vector2D fuel(fuelStation[1].x+(fuelStation[3].x-fuelStation[1].x)/4.5f, (fuelStation[0].y + ((fuelStation[2].y-fuelStation[0].y)/2.5f)));
	gameText.drawText(graphics, 4.0f, RGB(255,255,255), "Fueling", 20.0f, 5.0f, 0, fuel);
	gameText.drawText(graphics, 4.0f, RGB(255,255,255), "Station", 20.0f, 5.0f, 0, Vector2D(fuel.x, fuel.y + 35.0f));
	myCash.DrawCash(graphics, 5.0f);
	healthDrop.DrawHealthPickup(graphics);
	graphics.SetColor( RGB(255, 255, 255));
	graphics.DrawString(30, 100, "PRESS I TO OPEN/CLOSE THE LIST OF INSTRUCTIONS.");
	DebugFrameMemory(graphics);
	graphics.SetColor( RGB( 255, 100, 0));
	{
		ranger.Draw(graphics);
	}
	//rapidFirePowerup.drawPowerup(graphics);
	if(alreadyKilled)
	{
		char buf[50];
		sprintf_s(buf, "You survived for %i seconds!", (int)totalTime);
		Core::RGB textColor = RGB(255, 149, 0);
		gameText.drawText(graphics,  5.0f, textColor, "GAME OVER...", 30.0f, 5.0f, 0, Vector2D(250.0f, 250.0f));
		gameText.drawText(graphics,  5.0f, textColor, buf, 30.0f, 5.0f, 0, Vector2D(680.0f, 250.0f));
		graphics.SetColor(RGB(255,100,0));
		graphics.DrawString(700, 500, "Game over, you have died and as thus you are");
		graphics.DrawString(700, 520, "reading this screen. If you wish to try again");
		graphics.DrawString(700, 540, "simply press the space bar to reset the game. Yep...");
		graphics.DrawString(700, 560, "why are you still reading this?? I mean I");
		graphics.DrawString(700, 580, "don't care but you are kind of wasting your");
		graphics.DrawString(700, 600, "time at this point.");
		if(Core::Input::IsPressed(32))
		{
			resetFrame();
		}
	}
	if(paused && upgradesPause)
	{
		armorUpgrade.DrawUpgrade(graphics, mouse, 3.0f);
		healthDropUpgrade.DrawUpgrade(graphics, mouse, 3.0f);
		bulletsUpgrade.DrawUpgrade(graphics, mouse, 3.0f);
		fuelUpgrade.DrawUpgrade(graphics, mouse, 3.0f);
	}
	else if(paused && instructionsPause)
	{
		graphics.DrawString(825, 430, "	(Press I to close/open the list of instructions.)");
		graphics.DrawString(800, 450, "	Instructions: use up, down, W or S to move the ship. A and D");
		graphics.DrawString(800, 470, "or left and right to rotate the spaceship. Use the left mouse");
		graphics.DrawString(800, 490, "to fire your turret. Keep in mind that only ten bullets can");
		graphics.DrawString(800, 510, "be on the screen at once and that the sun in the background");
		graphics.DrawString(800, 530, "is simply for ambiance.");
		graphics.DrawString(800, 570, "	Upgrades: Use the cash that you have earned to purchase");
		graphics.DrawString(800, 590, "the upgrades. To open the upgrade menu press R. You can");
		graphics.DrawString(800, 610, "view individual upgrade information by hovering over the tiles.");
		graphics.DrawString(800, 650, "Fueling: Your fuel will slowly decrease as time goes on...because");
		graphics.DrawString(800, 670, "you know.....space....well anyway drive over the aptly named");
		graphics.DrawString(800, 690, "'FUELING STATION' to fuel your ship. You can't, however, fire");
		graphics.DrawString(800, 710, "your turret while you are fueling, because that is illegal.");
		graphics.DrawString(800, 750, "Damage: When an enemy ship collides with you, you'll take");
		graphics.DrawString(800, 770, "some damage. If you have the armor upgrades then your armor");
		graphics.DrawString(800, 790, "will absorb the first chuncks of damage. Each ship has a");
		graphics.DrawString(800, 810, "one second spawn delay from being able to damage your ship");
		graphics.DrawString(800, 830, "as well as a three second delay from the game starting to");
		graphics.DrawString(800, 850, "being able to damage your spacecraft.");
	}

}
bool GameplayFrame::UpdateGame(float dt)
{
	PROFILE("Total Update");
	mouse = Vector2D((float)(Core::Input::GetMouseX()), (float)(Core::Input::GetMouseY()));
	myBackground.UpdateAsteroid(dt);
	if((Input::IsPressed(82) && pauseToggleCooldown <= 0) && !instructionsPause && !alreadyKilled)
	{
		paused = !paused;
		upgradesPause = !upgradesPause;
		pauseToggleCooldown = .5f;
	}
	else if((Input::IsPressed(73) && pauseToggleCooldown <= 0) && !upgradesPause && !alreadyKilled)
	{
		paused = !paused;
		instructionsPause = !instructionsPause;
		pauseToggleCooldown = .5f;
	}
	else if(pauseToggleCooldown > 0)
	{
		pauseToggleCooldown -= dt;
	}
	float time = (!paused) ? dt: 0;

	Timer profileTimer;
	profiler.newFrame();
	debugTime = 1/(counter.getLastTimeInterval());
	profileTimer.startTimer();
	{
		PROFILE("Ship Update");
		ranger.update(time, SCREEN_HEIGHT, SCREEN_WIDTH, fuelStation);
	}
	{
		PROFILE("Planets Update");
		creator.UpdatePlanets(time);
	}
	{
		PROFILE("Enemies Update");
		tester.updateShips(time, ranger.position, ranger.bullets,10);
	}
	{
		PROFILE("Particles Update");
		myParticles.updateEffect(time);
	}
	if(!paused && !alreadyKilled)
	{
		totalTime += time;
	}
	if(!alreadyKilled)
	{
		fuelGauge.UpdateFuel(time, ranger.isFueling());
		healthBar.UpdateArmor(time);
	}
	healthDrop.UpdateHealthPickup(time, ranger.position);
	if(Input::IsPressed(Input::KEY_ESCAPE))
	{
		return true;
	}
	if(healthBar.getHealth() <= 0 || fuelGauge.getFuel()<= 0)
	{
		if(!alreadyKilled)
		{
			ranger.setLife(false);
			myParticles.addEffect(1, ranger.position, 500, 350.0f, 3.0f, RGB(242, 165, 22));
			shipDeathTimer -= dt;
			alreadyKilled = (shipDeathTimer <= 0);
		}
	}
	myText.updateText(time);
	return false;
}
Exemple #15
0
void Object::moveLeft(){
	velocity = Vector2D(-1, 0) * speed;
}
Exemple #16
0
Vector2D operator+ (const Vector2D* &a, const Vector2D &b)
{
	return Vector2D(a->x + b.x, a->y + b.y);
}
Exemple #17
0
void Object::moveRight(){
	velocity = Vector2D(1, 0) * speed;
}
Exemple #18
0
Level1_03::Level1_03( float r, int entrance, Alonebot* p, FMOD::System* fsys, FMOD::Channel* sfx ) :
Level( r, entrance, p, fsys, sfx ) {
	// Inititalize area and size of level
	area = 1;
	levelWidth = 1152;
	levelHeight = 480;

	// Initialize backgrounds and music
	bgMusic = "..\\music\\beat171-restless.mp3";
	background = LoadTexture( std::string( "..\\anims\\bg\\bg_03.png" ) );
	backbackground = LoadTexture( std::string( "..\\anims\\bg\\bbg_03.png" ) );
	
	// Create player, placement depending upon the entrance taken
	switch( entrance ) {
	  case 0:
		player = new Alonebot( 20.f, 260.f, p->dir, p ); break;
	  case 1:
		player = new Alonebot( levelWidth - 38.f, 316.f, p->dir, p ); break;
	  case 2:
		player = new Alonebot( 20.f, 116.f, p->dir, p ); break;
	  case 3:
		player = new Alonebot( levelWidth - 38.f, 116.f, p->dir, p ); break;
	}

	// Add static level objects to array
	objects.push_back( new Box( 0.f, 376.f, levelWidth ) );					// Ground floor
	objects.push_back( new Box( 0.f, 0.f, levelWidth ) );					// Ceiling
	for( int i=6; i<10; i++ ) {												// Left staircase
		objects.push_back( new Box( 0.f, 224.f + 16.f * i, 24 * i ) );
	}
	for( int i=0; i<4; i++ ) {												// Middle staircase
		objects.push_back( new Box( 535.f - 24 * i, 320.f + 16.f * i, 48 * ( i + 2 ) ) );
	}
	objects.push_back( new Box( 0.f, 176.f, levelWidth / 3 + 19 ) );
	objects.push_back( new Box( levelWidth * 2.f / 3.f, 176.f, levelWidth / 3 ) );
	objects.push_back( new Dropbox( 418.f, 204.f, 64 ) );
	objects.push_back( new Dropbox( 520.f, 256.f, 128 ) );
	objects.push_back( new Dropbox( 689.f, 204.f, 64 ) );
	objects.push_back( new Box( 0.f, 0.f, 16, 112 ) );						// Walls
	objects.push_back( new Box( 0.f, 176.f, 16, 80 ) );
	objects.push_back( new Box( levelWidth - 16.f, 0.f, 16, 112 ) );
	objects.push_back( new Box( levelWidth - 16.f, 176.f, 16, 136 ) );

	// Add doors
	doors.push_back( new Door( 0.f, 112.f, 1, false, 5, 0 ) );				// Top left door
	doorToppers.push_back( new Door( 0.f, 112.f, 1, true ) );
	objects.push_back( new Box( 0.f, 112.f, 16, 4 ) );

	doors.push_back( new Door( 0.f, 256.f, 1, false, 4, 1 ) );				// Bottom left door
	doorToppers.push_back( new Door( 0.f, 256.f, 1, true ) );
	objects.push_back( new Box( 0.f, 256.f, 16, 4 ) );
	
	doors.push_back( new Door( levelWidth - 32.f, 112.f, -1, false, 7, 2 ) );// Top right door
	doorToppers.push_back( new Door( levelWidth - 32.f, 112.f, -1, true ) );
	objects.push_back( new Box( levelWidth - 16.f, 112.f, 16, 4 ) );

	doors.push_back( new Door( levelWidth - 32.f, 312.f, -1, false, 7, 0 ) );// Bottom right door
	doorToppers.push_back( new Door( levelWidth - 32.f, 312.f, -1, true ) );
	objects.push_back( new Box( levelWidth - 16.f, 312.f, 16, 4 ) );
	
	// Add enemies
	enemies.push_back( new Skeleton( Vector2D( 333.f, 334.f ), -1 ) );
	enemies.push_back( new Skeleton( Vector2D( 803.f, 334.f ), -1 ) );

	// Start the heart
	player->init( fmodSystem );
	heartBeat.start( );
	
	// Try to center the camera
	cameraX = player->pos.x - 320;
	cameraY = player->pos.y - 240;
}
Exemple #19
0
void Sprite::SetPosition(double x, double y) {
    SetPosition(Vector2D(x, y));
}
Exemple #20
0
Vector2D Vector2D::operator +(const Vector2D& other) const
{
    return Vector2D(this->x + other.x, this->y + other.y);
}
Exemple #21
0
void Sprite::SetCenterY(int y) {
    SetCenter(Vector2D(_center.GetX(), y));
}
Exemple #22
0
Vector2D Vector2D::operator -(const Vector2D& other) const
{
    return Vector2D(this->x - other.x, this->y - other.y);
}
Exemple #23
0
void Sprite::SetScaleY(double y) {
    SetScale(Vector2D(_scaleDimensions.GetX(), y));
}
void CauldronEntity::inflictsRecoilTo(BaseCreatureEntity* targetEntity)
{
  Vector2D recoilVector = Vector2D(x, y).vectorTo(Vector2D(targetEntity->getX(), targetEntity->getY()), 200.0f );
  targetEntity->giveRepulsion(false, recoilVector, 0.1f);
}
//-----------------------------------------------------------------------------
// Compute the bounding box's center, size, and basis
//-----------------------------------------------------------------------------
void C_EntityDissolve::ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, 
										 Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec )
{
	// Compute the center of the hitbox in worldspace
	Vector vecHitboxCenter;
	VectorAdd( pHitBox->bbmin, pHitBox->bbmax, vecHitboxCenter );
	vecHitboxCenter *= 0.5f;
	VectorTransform( vecHitboxCenter, hitboxToWorld, *pVecAbsOrigin );

	// Get the object's basis
	Vector vec[3];
	MatrixGetColumn( hitboxToWorld, 0, vec[0] );
	MatrixGetColumn( hitboxToWorld, 1, vec[1] );
	MatrixGetColumn( hitboxToWorld, 2, vec[2] );
//	vec[1] *= -1.0f;

	Vector vecViewDir;
	VectorSubtract( CurrentViewOrigin(), *pVecAbsOrigin, vecViewDir );
	VectorNormalize( vecViewDir );

	// Project the shadow casting direction into the space of the hitbox
	Vector localViewDir;
	localViewDir[0] = DotProduct( vec[0], vecViewDir );
	localViewDir[1] = DotProduct( vec[1], vecViewDir );
	localViewDir[2] = DotProduct( vec[2], vecViewDir );

	// Figure out which vector has the largest component perpendicular
	// to the view direction...
	// Sort by how perpendicular it is
	int vecIdx[3];
	SortAbsVectorComponents( localViewDir, vecIdx );

	// Here's our hitbox basis vectors; namely the ones that are
	// most perpendicular to the view direction
	*pXVec = vec[vecIdx[0]];
	*pYVec = vec[vecIdx[1]];

	// Project them into a plane perpendicular to the view direction
	*pXVec -= vecViewDir * DotProduct( vecViewDir, *pXVec );
	*pYVec -= vecViewDir * DotProduct( vecViewDir, *pYVec );
	VectorNormalize( *pXVec );
	VectorNormalize( *pYVec );

	// Compute the hitbox size
	Vector boxSize;
	VectorSubtract( pHitBox->bbmax, pHitBox->bbmin, boxSize );

	// We project the two longest sides into the vectors perpendicular
	// to the projection direction, then add in the projection of the perp direction
	Vector2D size( boxSize[vecIdx[0]], boxSize[vecIdx[1]] );
	size.x *= fabs( DotProduct( vec[vecIdx[0]], *pXVec ) );
	size.y *= fabs( DotProduct( vec[vecIdx[1]], *pYVec ) );

	// Add the third component into x and y
	size.x += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pXVec ) );
	size.y += boxSize[vecIdx[2]] * fabs( DotProduct( vec[vecIdx[2]], *pYVec ) );

	// Bloat a bit, since the shadow wants to extend outside the model a bit
	size *= 2.0f;

	// Clamp the minimum size
	Vector2DMax( size, Vector2D(10.0f, 10.0f), size );

	// Factor the size into the xvec + yvec
	(*pXVec) *= size.x * 0.5f;
	(*pYVec) *= size.y * 0.5f;
}
Exemple #26
0
void Object::moveUp(){
	velocity = Vector2D(0, -1) * speed;
}
Exemple #27
0
Vector2D Angle::getN() const {
    return Vector2D( cosf( ang ), sinf( ang ) );
}
Exemple #28
0
void Object::moveDown(){
	velocity = Vector2D(0, 1) * speed;
}
void KingRatEntity::animate(float delay)
{
  if (age <= 0.0f)
  {
    age += delay;
    return;
  }

  if (isAgonising)
  {
    if (h < -0.01f)
    {
      isDying = true;
      game().addCorpse(x, y, deathFrame);
      if (dyingSound != SOUND_NONE) SoundManager::getInstance().playSound(dyingSound);
    }
    else
    {
      frame = dyingFrame;
      hVelocity -= 700.0f * delay;
      h += hVelocity * delay;
    }

    return;
  }

  EnemyEntity::animate(delay);
  if (specialState[SpecialStateIce].active) delay *= specialState[SpecialStateIce].param1;

  float timerMult = 1.0f;
  if (hp <= hpMax / 4)
  {
    creatureSpeed = KING_RAT_SPEED * 1.4f;
    timerMult = 0.7f;
  }
  else if (hp <= hpMax / 2)
  {
    creatureSpeed = KING_RAT_SPEED * 1.2f;
    timerMult = 0.85f;
  }
  else
  {
    creatureSpeed = KING_RAT_SPEED;
  }

  if (state == 5)
  {
    velocity.x *= 0.965f;
    velocity.y *= 0.965f;
  }

  else
  {
    if (velocity.x > 0.1f) sprite.setScale(-1.0f, 1.0f);
    else if (velocity.x < -0.1f) sprite.setScale(1.0f, 1.0f);
  }


  timer -= delay;

  if (timer <= 0.0f)
  {
    if (state == 0)
    {
      state = 1;
      // generate rats
      generateGreenRats();
      SoundManager::getInstance().playSound(SOUND_KING_RAT_1);
      timer = 2.0f;

      velocity.x = 0.0f;
      velocity.y = 0.0f;
    }

    else if (state == 1) // generate rats
    {
      // to normal or berserk
      if (hp < hpMax / 4 && !hasBeenBerserk)
      {
        hasBeenBerserk = true;
        timer = 12.0f;
        state = 6;
        velocity = Vector2D(KING_RAT_BERSERK_SPEED);
        SoundManager::getInstance().playSound(SOUND_KING_RAT_2);
      }
      else
      {
        timer = 7.0f * timerMult;
        velocity = Vector2D(creatureSpeed);
        state = 2;
      }
    }

    else if (state == 2) // normal -> rush
    {
      state = 3;
      // angry
      timer = 1.0f;

      velocity.x = 0.0f;
      velocity.y = 0.0f;
      SoundManager::getInstance().playSound(SOUND_KING_RAT_2);
    }

    else if (state == 3) // normal -> rush
    {
      state = 4;
      // rush
      timer = 12.0f;

      float tan = (game().getPlayer()->getX() - x) / (game().getPlayer()->getY() - y);
      float angle = atan(tan);

      if (game().getPlayer()->getY() > y)
        setVelocity(Vector2D(sin(angle) * KING_RAT_RUNNING_SPEED,
                             cos(angle) * KING_RAT_RUNNING_SPEED));
      else
        setVelocity(Vector2D(-sin(angle) * KING_RAT_RUNNING_SPEED,
                             -cos(angle) * KING_RAT_RUNNING_SPEED));
    }
    else if (state == 5) // wall impact
    {
      // to normal or berserk
      if (hp < hpMax / 4 && !hasBeenBerserk)
      {
        hasBeenBerserk = true;
        timer = 12.0f;
        state = 6;
        velocity = Vector2D(KING_RAT_BERSERK_SPEED);
        SoundManager::getInstance().playSound(SOUND_KING_RAT_2);
      }
      else
      {
        timer = 7.0f * timerMult;
        velocity = Vector2D(creatureSpeed);
        state = 0;
      }
    }

    else if (state == 6)
    {
      timer = 7.0f * timerMult;
      velocity = Vector2D(creatureSpeed);
      state = 0;
    }
  }

  if (state == 6)
  {
    berserkDelay -= delay;

    if (berserkDelay <= 0.0f)
    {
      berserkDelay = 0.6f + (rand()%10) / 20.0f;
      SoundManager::getInstance().playSound(SOUND_KING_RAT_2);

      setVelocity(Vector2D(x, y).vectorTo(game().getPlayerPosition(),KING_RAT_BERSERK_SPEED ));
    }
  }

  frame = 0;

  if (state == 1)
    frame = 3;
  else if (state == 3 || state == 6)
  {
    frame = 3; //0;
    int r = ((int)(age * 10.0f)) % 2;
    if (r == 0)
      sprite.setScale(-1.0f, 1.0f);
    else
      sprite.setScale(1.0f, 1.0f);
  }
  else if (state == 4)
  {
    int r = ((int)(age * 7.5f)) % 4;
    if (r == 1) frame = 1;
    else if (r == 3) frame = 2;
  }
  else if (state == 5)
  {
    frame = 0;
  }
  else
  {
    int r = ((int)(age * 5.0f)) % 4;
    if (r == 1) frame = 1;
    else if (r == 3) frame = 2;
  }

  z = y + 48;
}
Exemple #30
0
TEST(Vector2DTest, angle)
{
  EXPECT_FLOAT_EQ(0.0f, Vector2D(1, 0).angle());
  EXPECT_FLOAT_EQ(M_PI * 2 / 8, Vector2D(1, 1).angle());
  EXPECT_FLOAT_EQ(M_PI * 2 / 4, Vector2D(0, 1).angle());
}