/* This function checks whether an animated point is colliding with a line segment - Parameters - Ps: The point's starting location - Pe: The point's ending location - LS: The line segment - Pi: This will be used to store the intersection point's coordinates (In case there's an intersection) - Returned value: Intersection time t - -1.0f: If there's no intersection - Intersection time: If there's an intersection */ float AnimatedPointToStaticLineSegment(Vector2D *Ps, Vector2D *Pe, LineSegment2D *LS, Vector2D *Pi) { Vector2D Vector; Vector2D P1Vector; Vector2D P0Vector; float P1P0Dot; float IntersectionTime; float temp1; float temp2; temp1 = Vector2DDotProduct(&LS->mN, Ps); temp1 = LS->mNdotP0 - temp1; Vector2DSet(&Vector, Pe->x - Ps->x, Pe->y - Ps->y); temp2 = Vector2DDotProduct(&LS->mN, &Vector); IntersectionTime = temp1 / temp2; if (IntersectionTime >= 0 && IntersectionTime <= 1) { Vector2DScale(&Vector, &Vector, IntersectionTime); Vector2DAdd(Pi, Ps, &Vector); Vector2DSet(&P1Vector, Pi->x - LS->mP1.x, Pi->y - LS->mP1.y); Vector2DSet(&P0Vector, Pi->x - LS->mP0.x, Pi->y - LS->mP0.y); P1P0Dot = Vector2DDotProduct(&P0Vector, &P1Vector); if (P1P0Dot < 0) { return IntersectionTime; } else { return NO_INTERSECTION; } } else { return NO_INTERSECTION; } }
int main() { Vector2D v1, v2, v3, result; float scale; Matrix2D id, m0, m1; Vector2D u; float d, x, y; long n; long i, j; float radius; v1.x = v1.y = 7.0f; Vector2DZero(&v1); result.x = result.y = 0.0f; printf("Vector2DZero: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail"); Vector2DSet(&v1, 1.0f, 2.0f); result.x = 1.0f; result.y = 2.0f; printf("Vector2DSet: %s\n", (CompareVector2D(&result, &v1) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = -4.0f; Vector2DNeg(&v2, &v1); result.x = -2.0f; result.y = 4.0f; printf("Vector2DNeg: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = -4.0f; v2.x = 1.0f; v2.y = 7.0f; Vector2DAdd(&v3, &v1, &v2); result.x = result.y = 3.0f; printf("Vector2DAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = -4.0f; v2.x = 1.0f; v2.y = 7.0f; Vector2DSub(&v3, &v1, &v2); result.x = 1.0f; result.y = -11.0f; printf("Vector2DSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail"); v1.x = 3.0f; v1.y = 4.0f; Vector2DNormalize(&v2, &v1); result.x = 0.6f; result.y = 0.8f; printf("Vector2DNormalize: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = -5.0f; Vector2DScale(&v2, &v1, 3.0f); result.x = 6.0f; result.y = -15.0f; printf("Vector2DScale: %s\n", (CompareVector2D(&result, &v2) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = -5.0f; v2.x = 6.0f; v2.y = 2.0f; scale = 3.0f; Vector2DScaleAdd(&v3, &v1, &v2, scale); result.x = 12.0f; result.y = -13.0f; printf("Vector2DScaleAdd: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail"); Vector2DScaleSub(&v3, &v1, &v2, scale); result.x = 0.f; result.y = -17.f; printf("Vector2DScaleSub: %s\n", (CompareVector2D(&result, &v3) < EPSILON) ? "Pass" : "Fail"); v1.x = 3.0f; v1.y = -4.0f; printf("Vector2DLength: %s\n", (fabs(Vector2DLength(&v1) - 5.0f) < EPSILON) ? "Pass" : "Fail"); v1.x = 3.0f; v1.y = -4.0f; printf("Vector2DSquareLength: %s\n", (fabs(Vector2DSquareLength(&v1) - 25.0f) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = 3.0f; v2.x = 4.0f; v2.y = -1.0f; printf("Vector2DDistance: %s\n", (fabs(Vector2DDistance(&v1, &v2) - 4.472136) < EPSILON) ? "Pass" : "Fail"); v1.x = 2.0f; v1.y = 3.0f; v2.x = 4.0f; v2.y = -1.0f; printf("Vector2DSquareDistance: %s\n", (fabs(Vector2DSquareDistance(&v1, &v2) - 20.0f) < EPSILON) ? "Pass" : "Fail"); v1.x = 3.0f; v1.y = 2.0f; v2.x = 4.0f; v2.y = -6.0f; printf("Vector2DDotProduct: %s\n", (fabs(Vector2DDotProduct(&v1, &v2)) < EPSILON) ? "Pass" : "Fail"); printf("\n------Testing StaticPointToStaticCircle------\n\n"); v1.x = 10.f; v1.y = 10.f; v2.x = 11.4f; v2.y = 11.4f; radius = 2.f; printf("StaticPointToStaticCircle Collision: %s\n", (StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" ); v2.x = 12.f; v2.y = 12.f; printf("StaticPointToStaticCircle Non Collision: %s\n", (!StaticPointToStaticCircle(&v2, &v1, radius)) ? "Pass" : "Fail" ); printf("\n------Running Matrix Tests------\n\n"); // create an id matrix for reference for (i = 0; i < 3; i++) for (j = 0; j < 3; j++) id.m[j][i] = (i == j) ? 1.0f : 0.0f; // ==================== // test Matrix2DIdentity // ==================== Matrix2DIdentity(&m0); d = CompareMatrix2D(&id, &m0); printf("Matrix2DIdentity : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // ==================== // test Matrix2DTrans // ==================== // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; Matrix2DTranslate(&m0, x, y); m0.m[0][2] -= x; m0.m[1][2] -= y; printf("Matrix2DTranslate: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // ==================== // test Matrix2DScale // ==================== // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; Matrix2DScale(&m0, x, y); m0.m[0][0] /= x; m0.m[1][1] /= y; printf("Matrix2DScale : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // ==================== // test Matrix2DConcat // ==================== // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; Matrix2DTranslate (&m0, x, y); Matrix2DScale (&m1, x, y); Matrix2DConcat(&m0, &m0, &m1); m0.m[0][2] -= x; m0.m[1][2] -= y; m0.m[0][0] /= x; m0.m[1][1] /= y; printf("Matrix2DConcat 1 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; Matrix2DTranslate (&m0, x, y); Matrix2DScale (&m1, x, y); Matrix2DConcat(&m0, &m1, &m0); m0.m[0][2] -= x * x; m0.m[1][2] -= y * y; m0.m[0][0] /= x; m0.m[1][1] /= y; printf("Matrix2DConcat 2 : %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // ==================== // test Matrix2DRotRad // ==================== n = (rand() % 16) + 15; Matrix2DIdentity(&m0); Matrix2DRotRad (&m1, 2.0f * PI / n); for (i = 0; i < n; i++) Matrix2DConcat(&m0, &m1, &m0); printf("Matrix2DRotRad : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n); // ==================== // test Matrix2DRotDeg // ==================== n = (rand() % 16) + 15; Matrix2DIdentity(&m0); Matrix2DRotDeg (&m1, 360.0f / n); for (i = 0; i < n; i++) Matrix2DConcat(&m0, &m1, &m0); printf("Matrix2DRotDeg : %s (%d)\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail", n); // ==================== // test Matrix2DTranspose // ==================== Matrix2DRotRad (&m0, rand() / (float)(RAND_MAX) * 2.0f * PI); Matrix2DTranspose(&m1, &m0); Matrix2DConcat (&m0, &m1, &m0); printf("Matrix2DTranspose: %s\n", (CompareMatrix2D(&id, &m0) < EPSILON) ? "Pass" : "Fail"); // ==================== // test Matrix2DMultVec // ==================== // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; n = (rand() % 16) + 15; Vector2DSet (&u, x, y); Matrix2DRotRad (&m0, 2.0f * PI / n); for (i = 0; i < n; i++) Matrix2DMultVec(&u, &m0, &u); printf("Matrix2DMultVec : %s\n", ((fabs(u.x - x) + fabs(u.y - y)) < EPSILON) ? "Pass" : "Fail"); // generate 2 random numbers x = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; y = 2.0f * rand() / (float)(RAND_MAX) - 1.0f; n = (rand() % 16) + 15; Vector2DSet (&u, x, y); Matrix2DTranslate (&m0, x, y); for (i = 1; i < n; i++) Matrix2DMultVec(&u, &m0, &u); printf("Matrix2DMultVec : %s\n", ((fabs(u.x - x * n) + fabs(u.y - y * n)) < EPSILON) ? "Pass" : "Fail"); printf("\n------Testing New Collision Functions------\n\n"); //StaticPointToStaticRect Vector2DSet(&v1, 1.f, 1.f); //point Vector2DSet(&v2, 0.f, 0.f); //rect printf("StaticPointToStaticRect Collision: %s\n", (StaticPointToStaticRect(&v1, &v2, 2.f, 2.f) ? "Pass" : "Fail")); printf("StaticPointToStaticRect Non Collision: %s\n\n", (!StaticPointToStaticRect(&v1, &v2, 1.f, 1.f) ? "Pass" : "Fail")); //StaticCircleToStaticCircle Vector2DSet(&v1, 2.f, 0.f); printf("StaticCircleToStaticCircle Collision Touch: %s\n", (StaticCircleToStaticCircle(&v1, 1.f, &v2, 1.f) ? "Pass" : "Fail")); printf("StaticCircleToStaticCircle Collision: %s\n", (StaticCircleToStaticCircle(&v1, 2.f, &v2, 1.f) ? "Pass" : "Fail")); printf("StaticCircleToStaticCircle Non Collision: %s\n\n", (!StaticCircleToStaticCircle(&v1, 0.5f, &v2, 1.f) ? "Pass" : "Fail")); //StaticRectToStaticRect Vector2DSet(&v1, 2.f, 2.f); printf("StaticRectToStaticRect Non Collision: %s\n", (!StaticRectToStaticRect(&v1, 1.f, 1.f, &v2, 1.f, 1.f) ? "Pass" : "Fail")); printf("StaticRectToStaticRect Collision Touch: %s\n", (StaticRectToStaticRect(&v1, 2.f, 2.f, &v2, 2.f, 2.f) ? "Pass" : "Fail")); printf("StaticRectToStaticRect Collision Intersect: %s\n", (StaticRectToStaticRect(&v1, 3.f, 3.f, &v2, 3.f, 3.f) ? "Pass" : "Fail")); return 1; }
int WeaponSysFire(List *list, GameInstance *instance) { short int i; Vector2D weapvel; Vector2D weappos; float proj_vel; int proj_type; float proj_lifetime; float degrees = CONVERT; //in degrees float degrees_adjust = 0.0f; int proj_num; // Add check player weapon type statement ///////////////////////////////////////// switch (instance->WeaponType_) { case PLAYER_BASIC: proj_vel = SHIP_BUL_VELOCITY; proj_type = Player_Bullet; proj_lifetime = BUL_LIFETIME; degrees *= 0.0; proj_num = 1; break; case PLAYER_SECOND: proj_vel = SHIP_BUL_VELOCITY; proj_type = Enemy_Bullet; proj_lifetime = BUL_LIFETIME; degrees *= 20.0f; degrees_adjust = -20.0f; proj_num = 3; break; case ENEMY_BASIC: proj_vel = ENEMY_BUL_VELOCITY; proj_type = Enemy_Bullet; proj_lifetime = BUL_LIFETIME; //Temporary value, replace with whatever is best degrees *= 0.0; proj_num = 1; break; default: return 0; } if (instance->reload_ != NO_RELOAD) { if (instance->reload_counter > instance->reload_) { for (i = 0; i < proj_num; ++i) { Vector2DSet(&weapvel, proj_vel * sinf(degrees), proj_vel * cosf(degrees)); Vector2DSet(&weappos, instance->position_.x, instance->position_.y); Create_Instance(list, proj_type); InitScale(1.0f, 2.0f); InitPosition(&weappos); InitVelocity(&weapvel); InitRotation(-degrees); InitLifetime(proj_lifetime); //FMOD_System_PlaySound(sys, sounds[0], 0, FALSE, &channel[0]); instance->reload_counter = 0; degrees += degrees_adjust * CONVERT; } } instance->reload_counter++; } return 1; }