void CurrencyOrb::DoTrackPlayer(float delta)
{
	mSineWaveProps.DoSineWave = false;

	Player * player = GameObjectManager::Instance()->GetPlayer();
	if (!player)
	{
		return;
	}

	// accelerate towards the target
	Vector3 direction = Vector3(player->CollisionCentreX(), player->CollisionCentreY(), player->Z()) - m_position;

	direction.Normalise();

	m_direction = direction;

	float multiplier = mTimeTracking > 2.0f ? 3.0f : 1.0f;

	bool prioritiseX = false;
	if (std::abs(m_direction.X) > std::abs(m_direction.Y))
	{
		AccelerateX(m_direction.X, kAccelerateRate * multiplier);
		prioritiseX = true;
	}
	else
	{
		AccelerateY(m_direction.Y, kAccelerateRate * multiplier);
	}

	if (prioritiseX && ((m_direction.X < 0 && m_velocity.X > 0) ||
		(m_direction.X > 0 && m_velocity.X < 0)))
	{
		// the velocity of the orb is still moving in the opposite x direction
		// let's give it a helping hand to catch up by accelerating harshly
		AccelerateX(m_direction.X, kHarshAccelerateRate * multiplier);
	}

	if (!prioritiseX && ((m_direction.Y < 0 && m_velocity.Y > 0) ||
		(m_direction.Y > 0 && m_velocity.Y < 0)))
	{
		// the velocity of the orb is still moving in the opposite y direction
		// let's give it a helping hand to catch up by accelerating harshly
		AccelerateY(m_direction.Y, kHarshAccelerateRate * multiplier);
	}

	Vector2 dir = Vector2(m_velocity.X, m_velocity.Y);
	dir.Normalise();

	if (dir.X > 0)
	{
		SetRotationAngle(-acos(dir.Dot(Vector2(0, -1))));
	}
	else
	{
		SetRotationAngle(acos(dir.Dot(Vector2(0, -1))));
	}
}
Exemple #2
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	//\===============================================================================================================================
	//\	Distance to a wall with a counter clockwise rotated normal
	//\===============================================================================================================================
	float Vector2::DistToWallCCWNormal(const Vector2& start, const Vector2& end) const
	{
		Vector2 p = start - end;
		p.Normalise();
		Vector2 n = p.PerpCCW();
		Vector2 q = *this - start;
		float d = DotProd(q, n);
		return d;
	}
Exemple #3
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	Vector2 Vector2::WallCollisionCCWNormal(const Vector2& start, const Vector2& end, const Vector2& dir, const float& bounce) const
	{
		Vector2 p = start - end;
		p.Normalise();
		Vector2 n = p.PerpCCW();
		Vector2 q = *this - start;
		float d = DotProd(q, n);
		if (d < 0.f)
		{
			Vector2 v2 = dir - (1 + bounce) * (DotProd(dir, n) * n);
			v2.Normalise();
			return v2;
		}
		return *this + dir;
	}
Exemple #4
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//Update method
void GameMouse::Update(float)
{
	//Get input and physics manager
	IND_Input* input = SingletonIndieLib::Instance()->Input;
	
#ifdef _DEBUGGING
	if(input->OnMouseButtonPress(IND_MBUTTON_WHEELUP ))
	{
		Camera2DPointer camera = SingletonIndieLib::Instance()->GetCamera("General");
		camera->Zoom(true);
	}

	if(input->OnMouseButtonPress(IND_MBUTTON_WHEELDOWN ))
	{
		Camera2DPointer  camera = SingletonIndieLib::Instance()->GetCamera("General");
		camera->Zoom(false);
	}
#endif

	//Update mouse position
	mPositionPix.x = static_cast<float>(input->GetMouseX());
	mPositionPix.y = static_cast<float>(input->GetMouseY());

	//Send event with new position
	NewMousePosInfo newposinfo(mPositionPix);

	SingletonGameEventMgr::Instance()->QueueEvent(
		                             EventDataPointer(new NewMousePosEvent(Event_NewMousePos,newposinfo))
										 );

	//Shoot command
	if(input->OnMouseButtonPress(IND_MBUTTON_LEFT))
	{
		//Send event with new position
		Vector2 reltocenterpos (mPositionPix.x - mResX/2, mResY/2 - mPositionPix.y );
		reltocenterpos.Normalise();
		ShootCommandInfo commandinfo(reltocenterpos);

		SingletonGameEventMgr::Instance()->QueueEvent(
										 EventDataPointer(new ShootCommandEvent(Event_ShootCommand,commandinfo))
											 );		
	}
}
void Game::RecieveData()
{
	//********************* recieve data ********************************
	// create a packet stream object for recieving and sending data
	PacketStream PS;

	// now we want to recieve any data
	char recieved[100] = "n"; // set to "n" as a flag that it is unpopulated
	Net::GetInstance()->ReceiveData(recieved);
		
	// if the array has been populated
	if(recieved[0] != 'n')
	{
		// if we recieve any valid data and connectedToPeer is false
		if(!m_connectedToPeer)
		{
			/// we are now connected to a peer
			m_connectedToPeer = true;

			SendStartRace();
		}
		PS.fromCharArray(recieved);
		int e;
		PS.readInt(e);

		while(e != ENDOFMESSAGE)
		{
			switch (e)
			{
				case STATEDATA:
					{
						float x = m_pOtherCar->X();
						float y = m_pOtherCar->Y(); 
						float angle = m_pOtherCar->GetAngleY();
						float directionX = m_pOtherCar->DirectionX();
						float directionY = m_pOtherCar->DirectionY();
						float topSpeed = m_pOtherCar->TopSpeed();
						float speed = m_pOtherCar->Speed();
						float friction = m_pOtherCar->Friction();

						PS.readFloat(x);
						PS.readFloat(y);
						PS.readFloat(angle);
						PS.readFloat(directionX);
						PS.readFloat(directionY);
						PS.readFloat(topSpeed);
						PS.readFloat(speed);
						PS.readFloat(friction);
						
						if(m_packetTransferState == CONSTANT)
						{
							m_pOtherCar->SetX(x);
							m_pOtherCar->SetY(y);
							m_pOtherCar->SetAngleY(angle);
						}
						else
						{			
							// set this first so we can determine if the car should accelerate
							m_otherCarLastSpeed = m_pOtherCar->Speed();
							
							// set positional data of other car

							// we want a smooth movement to the new point
							Vector2 newPos(x,y);

							// get the vector between the new pos and old pos
							Vector2 vector = newPos-m_pOtherCar->Position();

								// if we are a good bit away then snap
								if(vector.Length() > 20)
								{
									  m_pOtherCar->SetX(x);
									  m_pOtherCar->SetY(y);
 
								}
								else if(vector.Length() > 2)
								{
									// normalise to find the direction
									  vector.Normalise();

									  directionX = vector.X;
									  directionY = vector.Y;
								}


							m_pOtherCar->SetAngleY(angle);
							m_pOtherCar->SetDirectionX(directionX);
							m_pOtherCar->SetDirectionY(directionY);
							m_pOtherCar->SetTopSpeed(topSpeed);
							m_pOtherCar->SetSpeed(speed);
							m_pOtherCar->SetFriction(friction);

						}
					}
					break;

				case FINISHEDRACE:
					  {
						  // the race is over
						  m_raceFinished = true;

						  // if the host recieved this message then they are not the winner
						  if(m_host)
						  {
							  m_hostWon = false;
						  }
						  else
						  {
							  m_hostWon = true;
						  }
					  }
					  break;

				case STARTRACE:
					{
						if(m_host)
						{
							m_pMyCar->SetX(m_hostCarStartPosX);
							m_pMyCar->SetY(m_hostCarStartPosY);
							m_pOtherCar->SetX(m_joinCarStartPosX);
							m_pOtherCar->SetY(m_joinCarStartPosY);
						}
						else
						{
							m_pMyCar->SetX(m_joinCarStartPosX);
							m_pMyCar->SetY(m_joinCarStartPosY);
							m_pOtherCar->SetX(m_hostCarStartPosX);
							m_pOtherCar->SetY(m_hostCarStartPosY);
						}
						
						m_raceStarted = true;
					}
					break;
			}
			PS.readInt(e);
		}
		m_lastPacketRecieveTime = GetTickCount();
	}
	// if we recieved an empty packet the we have reached a timeout
	else if(GetTickCount() - m_lastPacketRecieveTime > CONNECTION_TIMEOUT) 
	{
		// then we assume that we are no longer connected to the peer
		m_connectedToPeer = false;
		m_raceStarted = false;
	}
	
    //*******************************************************************
}
Exemple #6
0
/**********************************************************
		C# code from
		http://www.codeproject.com/Articles/15573/2D-Polyhedron-Collision-Detection
*/
bool Polyhedron::DoesCollide(Vector2* Velocity, Polyhedron* CheckWith)
{
	bool Intersect = true;
	bool WillIntersect = true;

	int edgeCountA = Edges->count;
	int edgeCountB = CheckWith->Edges->count;
	// float minIntervalDistance = 99999999;
	// Vector2* translationAxis = new Vector2( 0, 0 );
	Vector2* edge;

	// Loop through all the edges of both Polyhedrons
	for( int edgeIndex = 0; edgeIndex < edgeCountA + edgeCountB; edgeIndex++ )
	{
		if( edgeIndex < edgeCountA )
		{
			edge = Edges->ItemAt<Vector2*>(edgeIndex);
		} else {
			edge = CheckWith->Edges->ItemAt<Vector2*>(edgeIndex - edgeCountA);
		}

		// ===== 1. Find if the Polyhedrons are currently intersecting =====

		// Find the axis perpendicular to the current edge
		Vector2* axis = new Vector2(-edge->Y, edge->X);
		axis->Normalise();

		// Find the projection of the Polyhedron on the current axis
		float minA = 0; float minB = 0; float maxA = 0; float maxB = 0;
		Project(axis, &minA, &maxA);
		CheckWith->Project(axis, &minB, &maxB);

		// Check if the Polyhedron projections are currentlty intersecting
		if( IntervalDistance(minA, maxA, minB, maxB) > 0 )
		{
			Intersect = false;
		}

		// ===== 2. Now find if the Polyhedrons *will* intersect =====

		// Project the velocity on the current axis
		float velocityProjection = axis->DotProduct( Velocity );

		// Get the projection of Polyhedron A during the movement
		if( velocityProjection < 0 )
		{
			minA += velocityProjection;
		} else {
			maxA += velocityProjection;
		}

		// Do the same test as above for the new projection
		float intervalDistance = IntervalDistance( minA, maxA, minB, maxB );
		if( intervalDistance > 0 )
		{
			WillIntersect = false;
		}

		delete axis;

		// If the Polyhedrons are not intersecting and won't intersect, exit the loop
		if( !Intersect && !WillIntersect)
		{
			break;
		}

		/*
		// Check if the current interval distance is the minimum one. If so store
		// the interval distance and the current distance.
		// This will be used to calculate the minimum translation vector
		intervalDistance = Math.Abs(intervalDistance);
		if (intervalDistance < minIntervalDistance) {
			minIntervalDistance = intervalDistance;
			translationAxis = axis;

			Vector d = PolyhedronA.Center - PolyhedronB.Center;
			if (d.DotProduct(translationAxis) < 0) translationAxis = -translationAxis;
		}
		*/
		// int xcv = 1;

	}

	// The minimum translation vector can be used to push the Polyhedrons appart.
	// First moves the Polyhedrons by their velocity
	// then move PolyhedronA by MinimumTranslationVector.
	// if (result.WillIntersect) result.MinimumTranslationVector = translationAxis * minIntervalDistance;

	return (Intersect | WillIntersect);
}
Vector2 Vector2::NormalisedCopy(void) const
{
	Vector2 ret = *this;
	ret.Normalise();
	return ret;
}
Exemple #8
0
Vector2 Vector2::GetNormal()
{
	Vector2 temp = *this;
	temp.Normalise();
	return temp;
}
bool AnimationSkeleton::Intersect(bool isHFlipped, 
									Vector3 & skeletonWorldPos, 
									AnimationSkeletonFramePiece & framePiece, 
									Vector2 & otherStart, 
									Vector2 & otherEnd,
									Vector2 & intersectPointOut)
{
	Vector2 pieceWorldStart(skeletonWorldPos.X + framePiece.mStartPos.X,
							skeletonWorldPos.Y + framePiece.mStartPos.Y);

	Vector2 pieceWorldEnd(skeletonWorldPos.X + framePiece.mEndPos.X,
							skeletonWorldPos.Y + framePiece.mEndPos.Y);

	if (isHFlipped)
	{
		pieceWorldStart.X = skeletonWorldPos.X - framePiece.mStartPos.X;
		pieceWorldEnd.X = skeletonWorldPos.X - framePiece.mEndPos.X;
	}
	
	// Calculate matrix determinants
	float det1 = (pieceWorldStart.X * pieceWorldEnd.Y) - (pieceWorldStart.Y * pieceWorldEnd.X);
	float det2 = (otherStart.X * otherEnd.Y) - (otherStart.Y * otherEnd.X);
	float det3 = ((pieceWorldStart.X - pieceWorldEnd.X) * (otherStart.Y - otherEnd.Y)) - ((pieceWorldStart.Y - pieceWorldEnd.Y) * (otherStart.X - otherEnd.X));

	if (det3 >= -0.00000001f && det3 <= 0.00000001f) return false;

	// Otherwise calculate the point of intersection:
	intersectPointOut.X = (det1 * (otherStart.X - otherEnd.X)) - ((pieceWorldStart.X - pieceWorldEnd.X) * det2);
	intersectPointOut.X /= det3;
	intersectPointOut.Y = (det1 * (otherStart.Y - otherEnd.Y)) - ((pieceWorldStart.Y - pieceWorldEnd.Y) * det2);
	intersectPointOut.Y /= det3;

	// Make sure the point is along both lines: get it relative to the start point of both lines
	Vector2 r1 = intersectPointOut - pieceWorldStart;
	Vector2 r2 = intersectPointOut - otherStart;

	Vector2 otherLineDistance = otherEnd - otherStart;
	Vector2 otherLineDirection = otherLineDistance;
	otherLineDirection.Normalise(); // TODO: optimisation opportunity

	// Do a dot product with both line directions to see if it is past the end of either of the two lines:
	float dot1 = r1.Dot(framePiece.mLineDirection);
	float dot2 = r2.Dot(otherLineDirection);

	// If either dot is negative then the point is past the beginning of one of the lines:
	if (dot1 < 0 || dot2 < 0)
	{
		return false;
	}

	// If either dot exceeds the length of the line then point is past the end of the line:
	if (dot1 > framePiece.mLength)
	{
		return false;
	}

	if (dot2 > otherLineDistance.Length()) // TODO: optimisation opportunity
	{
		return false;
	}

	return true;
}
Exemple #10
0
int main()
{

	Vector2<int> vec2(12,25);
	Vector2<int> vec3(13,24);
	Vector2<int> storage;

	std::cout << "Vector2: \n\n";

	storage = vec3 + vec2;
	
	std::cout << "Add:" << "(" << storage.x << "," << storage.y << ")" << std::endl;

	storage = vec3 - vec2;

	std::cout << "Subtract:" << "(" << storage.x << "," << storage.y << ")" << std::endl;

	storage = vec3 / vec2;

	std::cout << "Divide:" << "(" << storage.x << "," << storage.y  << ")" << std::endl; 

	storage = vec3 * vec2;

	std::cout << "Multiply:" << "(" << storage.x << "," << storage.y << ")" << std::endl;

	storage = vec3 % vec2;

	std::cout << "Modulus:" << "(" << storage.x << "," << storage.y << "," << ")" << std::endl;

	int sto = storage.Dot(vec2, vec3);
	std::cout << "Dot product: " << sto << std::endl;

	int mg = storage.Mag(vec2);
	std::cout << "Magnitude: " << mg << std::endl;

	Vector2<int> norm = storage.Normalise(vec2);
	std::cout << "Normalize:" << "(" << norm.x << "," << norm.y << "," << ")\n\n" << std::endl;


	Vector3<int> vec1(12, 12, 12);
	Vector3<int> vec4(12, 12, 12);
	Vector3<int> storage2;
	
	std::cout << "Vector3: \n\n";

	storage2 = vec1 + vec4;

	std::cout << "Add:" << "(" << storage2.x << "," << storage2.y << "," << storage2.z << ")" << std::endl;

	storage2 = vec1 - vec4;

	std::cout << "Subtract:" << "(" << storage2.x << "," << storage2.y << "," << storage2.z << ")" << std::endl;

	storage2 = vec1 / vec4;

	std::cout << "Divide:" << "(" << storage2.x << "," << storage2.y << "," << storage2.z << ")" << std::endl; 

	storage2 = vec1 * vec4;

	std::cout << "Multiply:" << "(" << storage2.x << "," << storage2.y << "," << storage2.z << ")" << std::endl;

	storage2 = vec1 % vec4;

	std::cout << "Modulus:" << "(" << storage2.x << "," << storage2.y << "," << storage2.z << ")" << std::endl;

	int Dot = storage2.Dot(vec1, vec4);

	std::cout << "Dot Product is: " << Dot << std::endl;

	Vector3<int> cross = storage2.Cross(vec1, vec4);

	std::cout << "Cross Product is: " << cross.x << "," << cross.y << cross.z << std::endl;

	int Mag = storage2.Mag(vec1);

	std::cout << "Magnitude Product is: " << Mag  << std::endl;

	Vector3<int> Norm = storage2.Normalise(vec1);

	std::cout << "Normalised:" << "(" << Norm.x << "," << Norm.y << "," << Norm.z << ")\n" << std::endl;


	std::cout << "Color: \n\n";
	Color<int> color;

	Color<int> boo1(12, 12, 12, 12);
	Color<int> boo2(13, 13, 13, 13);
	Color<int> test;

	test = boo1 + boo2;

	std::cout << "Add:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	test = boo1 - boo2;

	std::cout << "Subtract:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	test = boo1 * boo2;

	std::cout << "Multiply:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	test = boo1 / boo2;

	std::cout << "Quotient:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	test = boo1 % boo2;

	std::cout << "Modulus:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	test = test.Normalise(boo1);
	
	std::cout << "Normalize:" << "(" << test.r << "," << test.g << "," << test.b << "," << test.a << ")" << std::endl;

	float mag = test.Mag(boo1);

	std::cout << "Magnitude: " << mag;

	Color<int> rgba = color.HexConv("#FFFFFF");

	std::cout << "\nRGBA Values Are : (" << rgba.r << "," << rgba.g << "," << rgba.b << "," << rgba.a << ")\n";


	system("PAUSE");
	return 0;

}