コード例 #1
0
ファイル: U87Geometry.cpp プロジェクト: Glede/U87STGEngine
    HitTestResult* hitTestStripRound(StripBodyNode* a, RoundBodyNode* b)
    {
        Point cb = b->getCenter();
        float rb = b->getRadius();
        Point ca = a->getCenter();
        Vector2 ava = a->getEnd() - a->getBegin();
        float ha = a->getWidth();
        float wa = ccpLength(ava); 
        float ra = a->getRadius();
        Point rrp;
        ava = ava/wa;
        bool hit = isRoundCrossRect(cb, rb, ca, wa, ha, ava);
        if(hit)
        {
            Point hp;
            float distance;
            Point ba = a->getBegin();
            Vector2 delta = ba - cb;
            float deltaLength = ccpLength(delta);
            hp = cb + delta/deltaLength * rb;

            distance = deltaLength - rb;
            return HitTestResult::create(HTRT_CROSS, hp, distance);
        }
        else
        {
            return HitTestResult::create(HTRT_NONE);
        }
    }
コード例 #2
0
ファイル: AniNode.cpp プロジェクト: Michael-Z/MyBird
void AniNode::update(float delta)
{
    if (ccpLength(aniNode_moveSpeed) != 0 || ccpLength(aniNode_accMoveSpeed) != 0) {
        CCPoint dis = ccpAdd(ccpMult(aniNode_moveSpeed, delta), ccpMult(aniNode_accMoveSpeed, 0.5 * delta * delta));
        this->setPosition(ccpAdd(this->getPosition(), dis));
        aniNode_moveSpeed = ccpAdd(aniNode_moveSpeed, ccpMult(aniNode_accMoveSpeed, delta));
    }    
    
    if (aniNode_rotateSpeed != 0 || aniNode_accRotateSpeed != 0) {
        float rot = aniNode_rotateSpeed * delta + 0.5 * aniNode_accRotateSpeed * delta * delta;
        this->setRotation(this->getRotation() + rot);
        aniNode_rotateSpeed = aniNode_rotateSpeed + aniNode_accRotateSpeed * delta;
    }    
    
}
コード例 #3
0
void CCTwirl::update(float time)
{
    int i, j;
    CCPoint    c = m_position;
    
    for (i = 0; i < (m_sGridSize.width+1); ++i)
    {
        for (j = 0; j < (m_sGridSize.height+1); ++j)
        {
            ccVertex3F v = originalVertex(ccp(i ,j));
            
            CCPoint    avg = ccp(i-(m_sGridSize.width/2.0f), j-(m_sGridSize.height/2.0f));
            float r = ccpLength(avg);
            
            float amp = 0.1f * m_fAmplitude * m_fAmplitudeRate;
            float a = r * cosf( (float)M_PI/2.0f + time * (float)M_PI * m_nTwirls * 2 ) * amp;
            
            CCPoint d = ccp(
                sinf(a) * (v.y-c.y) + cosf(a) * (v.x-c.x),
                cosf(a) * (v.y-c.y) - sinf(a) * (v.x-c.x));
            
            v.x = c.x + d.x;
            v.y = c.y + d.y;

            setVertex(ccp(i ,j), v);
        }
    }
}
コード例 #4
0
	void CCTwirl::update(ccTime time)
	{
		int i, j;
		CCPoint	c = m_positionInPixels;
		
		for (i = 0; i < (m_sGridSize.x+1); ++i)
		{
			for (j = 0; j < (m_sGridSize.y+1); ++j)
			{
				ccVertex3F v = originalVertex(ccg(i ,j));
				
				CCPoint	avg = ccp(i-(m_sGridSize.x/2.0f), j-(m_sGridSize.y/2.0f));
				CGFloat r = ccpLength(avg);
				
				CGFloat amp = 0.1f * m_fAmplitude * m_fAmplitudeRate;
				CGFloat a = r * cosf( (CGFloat)M_PI/2.0f + time * (CGFloat)M_PI * m_nTwirls * 2 ) * amp;
				
				CCPoint	d;
				
				d.x = sinf(a) * (v.y-c.y) + cosf(a) * (v.x-c.x);
				d.y = cosf(a) * (v.y-c.y) - sinf(a) * (v.x-c.x);
				
				v.x = c.x + d.x;
				v.y = c.y + d.y;

				setVertex(ccg(i ,j), v);
			}
		}
	}
コード例 #5
0
ファイル: U87Geometry.cpp プロジェクト: Glede/U87STGEngine
    HitTestResult* hitTestRectRound(RectBodyNode* a, RoundBodyNode* b)
    {
        Point ca = a->getCenter();
        float wa = a->getWidth();
        float ha = a->getHeight();
        float aa = CC_DEGREES_TO_RADIANS(-a->getAngle());
        float ra = a->getRadius();
        Point cb = b->getCenter();
        float rb = b->getRadius();
        bool hit = isRoundCrossRect(cb, rb, ca, wa, ha, ccpForAngle(aa));
        if(hit)
        {
            Point hp;
            float distance;
            Vector2 delta = ca - cb;
            float deltaLength = ccpLength(delta);
            hp = cb + delta/deltaLength * rb;

            distance = deltaLength - rb;
            return HitTestResult::create(HTRT_CROSS, hp, distance);
        }
        else
        {
            return HitTestResult::create(HTRT_NONE);
        }
    }
コード例 #6
0
void BWCircleBy::startWithTarget(CCNode *pTarget)
{
    BWActionInterval::startWithTarget(pTarget);
    m_previousPosition = m_startPosition = pTarget->getPosition();
    float fDis =  ccpLength(m_dirPoint);
    m_fA = fDis*0.5;
}
コード例 #7
0
ファイル: CCActionMoveAccel.cpp プロジェクト: korman/Temp
void CCMoveAccelBy::calcAccel()
{
	//all scalars: s a v t
	float t = m_fDuration;
	s = ccpLength( m_delta );
	a = (s - v * t)  / (0.5f * t * t);
}
コード例 #8
0
void Solider::setTarget(CCPoint _target)
{
	m_ID = MOVE;
	timeMove = 0;
	m_targetPos = _target;
	timeFinishMove = ccpLength(ccpSub(m_targetPos, m_pos))/ m_maxVelocity/60;
}
コード例 #9
0
void CircleBy::startWithTarget(CCNode *pTarget)
{
    ActionInterval::startWithTarget(pTarget);
    m_startPosition = pTarget->getPosition();
    float fDistance = ccpLength(m_dirPoint);
    m_fA = fDistance * 0.5;
}
コード例 #10
0
void LFTwirl::preCalculateDistance()
{
	setPosition(m_pTarget->getPosition());

//	gridDistanceArray = new float[ (m_sGridSize.x + 1) * (m_sGridSize.y + 1) ];
//Richard
// 原先类型为int   现在CCSize为float 墙砖为int
	gridDistanceArray = new float[ ((int)m_sGridSize.width + 1) * ((int)m_sGridSize.height + 1) ];
	int i, j;
	int index = 0;
	for (i = 0; i < m_sGridSize.width + 1; ++i)
	{
		for (j = 0; j < m_sGridSize.height + 1; ++j)
		{
			ccVertex3F v = originalVertex(ccp(i, j));
			CCPoint relativedPos = ccp(v.x - m_position.x,v.y - m_position.y);
			float dis = ccpLength(relativedPos) + 1.0f;
			gridDistanceArray[index] = dis;
			index ++;
		}
	}

//	setPosition(m_pTarget->getPosition());

}
コード例 #11
0
ファイル: CCCurl.cpp プロジェクト: Ratel13/cocos2dx-better
void CCCurl::startWithTarget(CCNode* pTarget) {
    CCActionInterval::startWithTarget(pTarget);
    
    // get start radius
    CCPoint v = ccpSub(pTarget->getPosition(), m_center);
    m_fromRadius = ccpLength(v);
    m_initAngle = v.getAngle();
}
コード例 #12
0
//--------------------------------------------------------------------
void FKCW_Action_Curl::startWithTarget(CCNode* pTarget) 
{
	CCActionInterval::startWithTarget(pTarget);

	// 获取起始半径和角度
	CCPoint v = ccpSub(pTarget->getPosition(), m_center);
	m_fromRadius = ccpLength(v);
	m_initAngle = v.getAngle();
}
コード例 #13
0
void BWSineBy::startWithTarget(CCNode *pTarget)
{
    BWActionInterval::startWithTarget(pTarget);
    m_previousPosition = m_startPosition = pTarget->getPosition();
    float fDis =  ccpLength(m_endPosition);
    
    m_fW = 2*M_PI/fDis;
    

}
コード例 #14
0
ファイル: CCLayer.cpp プロジェクト: Basingse/cocos2d-x
void CCLayerGradient::updateColor()
{
    CCLayerColor::updateColor();

    float h = ccpLength(m_AlongVector);
    if (h == 0)
        return;

    double c = sqrt(2.0);
    CCPoint u = ccp(m_AlongVector.x / h, m_AlongVector.y / h);

    // Compressed Interpolation mode
    if (m_bCompressedInterpolation)
    {
        float h2 = 1 / ( fabsf(u.x) + fabsf(u.y) );
        u = ccpMult(u, h2 * (float)c);
    }

    float opacityf = (float)m_cOpacity / 255.0f;

    ccColor4B S = {
        (unsigned char) m_tColor.r,
        (unsigned char) m_tColor.g,
        (unsigned char) m_tColor.b,
        (unsigned char) (m_cStartOpacity * opacityf)
    };

    ccColor4B E = {
        (unsigned char) m_endColor.r,
        (unsigned char) m_endColor.g,
        (unsigned char) m_endColor.b,
        (unsigned char) (m_cEndOpacity * opacityf)
    };

    // (-1, -1)
    m_pSquareColors[0].r = (GLubyte) (E.r + (S.r - E.r) * ((c + u.x + u.y) / (2.0f * c)));
    m_pSquareColors[0].g = (GLubyte) (E.g + (S.g - E.g) * ((c + u.x + u.y) / (2.0f * c)));
    m_pSquareColors[0].b = (GLubyte) (E.b + (S.b - E.b) * ((c + u.x + u.y) / (2.0f * c)));
    m_pSquareColors[0].a = (GLubyte) (E.a + (S.a - E.a) * ((c + u.x + u.y) / (2.0f * c)));
    // (1, -1)
    m_pSquareColors[1].r = (GLubyte) (E.r + (S.r - E.r) * ((c - u.x + u.y) / (2.0f * c)));
    m_pSquareColors[1].g = (GLubyte) (E.g + (S.g - E.g) * ((c - u.x + u.y) / (2.0f * c)));
    m_pSquareColors[1].b = (GLubyte) (E.b + (S.b - E.b) * ((c - u.x + u.y) / (2.0f * c)));
    m_pSquareColors[1].a = (GLubyte) (E.a + (S.a - E.a) * ((c - u.x + u.y) / (2.0f * c)));
    // (-1, 1)
    m_pSquareColors[2].r = (GLubyte) (E.r + (S.r - E.r) * ((c + u.x - u.y) / (2.0f * c)));
    m_pSquareColors[2].g = (GLubyte) (E.g + (S.g - E.g) * ((c + u.x - u.y) / (2.0f * c)));
    m_pSquareColors[2].b = (GLubyte) (E.b + (S.b - E.b) * ((c + u.x - u.y) / (2.0f * c)));
    m_pSquareColors[2].a = (GLubyte) (E.a + (S.a - E.a) * ((c + u.x - u.y) / (2.0f * c)));
    // (1, 1)
    m_pSquareColors[3].r = (GLubyte) (E.r + (S.r - E.r) * ((c - u.x - u.y) / (2.0f * c)));
    m_pSquareColors[3].g = (GLubyte) (E.g + (S.g - E.g) * ((c - u.x - u.y) / (2.0f * c)));
    m_pSquareColors[3].b = (GLubyte) (E.b + (S.b - E.b) * ((c - u.x - u.y) / (2.0f * c)));
    m_pSquareColors[3].a = (GLubyte) (E.a + (S.a - E.a) * ((c - u.x - u.y) / (2.0f * c)));
}
コード例 #15
0
ファイル: GradientView.cpp プロジェクト: 54993306/Classes
void CGradientView::updateColor()
{
	CColorView::updateColor();

    float h = ccpLength(m_tAlongVector);
    if( (int)h == 0 )
        return;

    float c = sqrtf(2.0f);
    CCPoint u = CCPoint(m_tAlongVector.x / h, m_tAlongVector.y / h);

    // Compressed Interpolation mode
    if( m_bCompressedInterpolation )
    {
        float h2 = 1 / ( fabsf(u.x) + fabsf(u.y) );
        u = ccpMult(u, h2 * (float)c);
    }

    float opacityf = (float)_displayedOpacity / 255.0f;

    ccColor4F S = {
        _displayedColor.r / 255.0f,
        _displayedColor.g / 255.0f,
        _displayedColor.b / 255.0f,
        m_cStartOpacity * opacityf / 255.0f
    };

    ccColor4F E = {
        m_tEndColor.r / 255.0f,
        m_tEndColor.g / 255.0f,
        m_tEndColor.b / 255.0f,
        m_cEndOpacity * opacityf / 255.0f
    };

    // (-1, -1)
    m_pSquareColors[0].r = E.r + (S.r - E.r) * ((c + u.x + u.y) / (2.0f * c));
    m_pSquareColors[0].g = E.g + (S.g - E.g) * ((c + u.x + u.y) / (2.0f * c));
    m_pSquareColors[0].b = E.b + (S.b - E.b) * ((c + u.x + u.y) / (2.0f * c));
    m_pSquareColors[0].a = E.a + (S.a - E.a) * ((c + u.x + u.y) / (2.0f * c));
    // (1, -1)
    m_pSquareColors[1].r = E.r + (S.r - E.r) * ((c - u.x + u.y) / (2.0f * c));
    m_pSquareColors[1].g = E.g + (S.g - E.g) * ((c - u.x + u.y) / (2.0f * c));
    m_pSquareColors[1].b = E.b + (S.b - E.b) * ((c - u.x + u.y) / (2.0f * c));
    m_pSquareColors[1].a = E.a + (S.a - E.a) * ((c - u.x + u.y) / (2.0f * c));
    // (-1, 1)
    m_pSquareColors[2].r = E.r + (S.r - E.r) * ((c + u.x - u.y) / (2.0f * c));
    m_pSquareColors[2].g = E.g + (S.g - E.g) * ((c + u.x - u.y) / (2.0f * c));
    m_pSquareColors[2].b = E.b + (S.b - E.b) * ((c + u.x - u.y) / (2.0f * c));
    m_pSquareColors[2].a = E.a + (S.a - E.a) * ((c + u.x - u.y) / (2.0f * c));
    // (1, 1)
    m_pSquareColors[3].r = E.r + (S.r - E.r) * ((c - u.x - u.y) / (2.0f * c));
    m_pSquareColors[3].g = E.g + (S.g - E.g) * ((c - u.x - u.y) / (2.0f * c));
    m_pSquareColors[3].b = E.b + (S.b - E.b) * ((c - u.x - u.y) / (2.0f * c));
    m_pSquareColors[3].a = E.a + (S.a - E.a) * ((c - u.x - u.y) / (2.0f * c));
}
コード例 #16
0
	void CCLens3D::update(ccTime time)
	{
        CC_UNUSED_PARAM(time);
		if (m_bDirty)
		{
			int i, j;
			
			for (i = 0; i < m_sGridSize.x + 1; ++i)
			{
				for (j = 0; j < m_sGridSize.y + 1; ++j)
				{
					ccVertex3F v = originalVertex(ccg(i, j));
					CCPoint vect = ccpSub(m_positionInPixels, ccp(v.x, v.y));
					CGFloat r = ccpLength(vect);
					
					if (r < m_fRadius)
					{
						r = m_fRadius - r;
						CGFloat pre_log = r / m_fRadius;
						if ( pre_log == 0 ) 
						{
							pre_log = 0.001f;
						}

						float l = logf(pre_log) * m_fLensEffect;
						float new_r = expf( l ) * m_fRadius;
						
						if (ccpLength(vect) > 0)
						{
							vect = ccpNormalize(vect);
							CCPoint new_vect = ccpMult(vect, new_r);
							v.z += ccpLength(new_vect) * m_fLensEffect;
						}
					}
					
					setVertex(ccg(i, j), v);
				}
			}
			
			m_bDirty = false;
		}
	}
コード例 #17
0
ファイル: CCActionGrid3D.cpp プロジェクト: anarki1234/9miao
void CCLens3D::update(float time)
{
    CC_UNUSED_PARAM(time);
    if (m_bDirty)
    {
        int i, j;
        
        for (i = 0; i < m_sGridSize.width + 1; ++i)
        {
            for (j = 0; j < m_sGridSize.height + 1; ++j)
            {
                ccVertex3F v = originalVertex(ccp(i, j));
                CCPoint vect = ccpSub(m_tPoint, ccp(v.x, v.y));
                float r = ccpLength(vect);
                
                if (r < m_fRadius)
                {
                    r = m_fRadius - r;
                    float pre_log = r / m_fRadius;
                    if ( pre_log == 0 ) 
                    {
                        pre_log = 0.001f;
                    }

                    float l = logf(pre_log) * m_fLensEffect;
                    float new_r = expf( l ) * m_fRadius;
                    
                    if (ccpLength(vect) > 0)
                    {
                        vect = ccpNormalize(vect);
                        CCPoint new_vect = ccpMult(vect, new_r);
                        v.z += (m_bConcave ? -1.0f : 1.0f) * ccpLength(new_vect) * m_fLensEffect;
                    }
                }
                
                setVertex(ccp(i, j), v);
            }
        }
        
        m_bDirty = false;
    }
}
コード例 #18
0
void CCBigImage::setPosition(const CCPoint &newPosition)
{
	float significantPositionDelta = MIN(this->_screenLoadRectExtension.width,
										   this->_screenLoadRectExtension.height) / 2.0f;
	
	if ( ccpLength(ccpSub(newPosition, this->getPosition())) > significantPositionDelta ) {
		this->_significantPositionChange = true;
    }
    
    CCNode::setPosition(newPosition);
}
コード例 #19
0
bool CircleBy::init(float t, CCPoint dirPoint,float fB)
{
    if (ActionInterval::initWithDuration(t))
    {
        m_dirPoint = dirPoint;
        m_fA = ccpLength(dirPoint);
        m_fB = fB;
        m_bClock = false;
        return true;
    }
    return false;
}
コード例 #20
0
ファイル: ensMath.cpp プロジェクト: fordream/HappyGame
CCPoint calculateCosASinAOfVec1ToVec2(const CCPoint&vec1,const CCPoint&vec2)
//return {cos(vec1,vec2),sin(vec1,vec2)}
{
    float cosA=ccpDot(vec1, vec2)/(ccpLength(vec1)*ccpLength(vec2));
    float signalOfSinA;
    {
        float _vec1[3]={vec1.x,vec1.y,0};
        float _vec2[3]={vec2.x,vec2.y,0};
        float _rs[3];
        __cross(_vec1, _vec2, _rs);
        if (_rs[2]==0) {
            signalOfSinA=0;
        }else if(_rs[2]>0){
            signalOfSinA=1;
        }else{
            signalOfSinA=-1;
        }
    }
    float sinA=signalOfSinA*sqrtf(MAX(0,1-cosA*cosA));
    return CCPoint(cosA,sinA);
}
コード例 #21
0
	void CCMotionStreak::update(ccTime delta)
	{
		CCPoint location = this->convertToWorldSpace(CCPointZero);
		m_pRibbon->setPosition(ccp(-1*location.x, -1*location.y));
		float len = ccpLength(ccpSub(m_tLastLocation, location));
		if (len > m_fSegThreshold)
		{
			m_pRibbon->addPointAt(location, m_fWidth);
			m_tLastLocation = location;
		}
		m_pRibbon->update(delta);
	}
コード例 #22
0
ファイル: U87Geometry.cpp プロジェクト: Glede/U87STGEngine
    HitTestResult* hitTestStripStrip(StripBodyNode* a, StripBodyNode* b)
    {
        Point Atop[4];
        Point Btop[4];
        a->getTops(Atop, Atop + 1, Atop + 2, Atop + 3);
        b->getTops(Btop, Btop + 1, Btop + 2, Btop + 3);
        int cpcount = 0;
        Point cp[12];
        bool hit = isRectCrossRect(Atop[0], Atop[1], Atop[2], Atop[3],
            Btop[0], Btop[1], Btop[2], Btop[3], &cpcount, cp);

        if(hit)
        {
            if(cpcount < 0)
                cpcount = 0;

            Point ca = a->getCenter();
            float wa = a->getWidth();
            float ha = ccpDistance(a->getBegin(), a->getEnd());
            Vector2 aa = ccpNormalize(a->getEnd() - a->getBegin());
            for(int i = 0; i < 4; i++)
            {
                if(isPointInRect(Btop[i], ca, wa, ha, aa))
                {
                    cp[cpcount++] = Btop[i];
                }
            }

            // use dot result for comparing directly
            // get true distance when receive a minimun dot result
            int iMin = 0;
            float dMin = 0;
            Vector2 direction = a->getEnd() - a->getBegin();
            for(int i = 0; i < cpcount; i++)
            {
                float d = ccpDot(cp[i], direction);
                if( i == 0 && d < dMin)
                {
                    dMin = d;
                    iMin = i;
                }
            }

            dMin /= ccpLength(direction);
            return HitTestResult::create(HTRT_CROSS, cp[iMin], dMin);
        }
        else
        {
            return HitTestResult::create(HTRT_NONE);
        }
    }
コード例 #23
0
ファイル: CCMotionStreak.cpp プロジェクト: noriter/nit
void CCMotionStreak::OnTick(const TimeEvent* evt)
{
	ccTime delta = evt->getDelta();

	CCPoint location = this->convertToWorldSpace(CCPointZero);
	m_pRibbon->setPosition(ccp(-1*location.x, -1*location.y));
    float len = ccpLength(ccpSub(m_tLastLocation, location));
	if (len > m_fSegThreshold)
	{
		m_pRibbon->addPointAt(location, m_fWidth);
		m_tLastLocation = location;
	}
	m_pRibbon->updateRibbon(delta);
}
コード例 #24
0
void LFTwirl::update(float time)
{
	//// 优化部分
	//{
	//	flag ++;
	//	if (flag % 2 != 0)
	//		return;
	//	flag = 0;
	//}

	int i, j;
	int index = 0;
	for (i = 0; i < m_sGridSize.width + 1; ++i)
	{
		for (j = 0; j < m_sGridSize.height + 1; ++j)
		{
			ccVertex3F v = originalVertex(ccp(i, j));
			CCPoint relativedPos = ccp(v.x - m_position.x,v.y - m_position.y);
			CCPoint newPos;
            float dis = 0.0f;
            if (gridDistanceArray)
            {
                dis = gridDistanceArray[index];index++;
            }else
            {
                dis = ccpLength(relativedPos) + 1.0f;
            }

			// 基于相对中心坐标计算
			{
				float tempAngle = mAngle;
				tempAngle = tempAngle / dis * (mRadius*10);// 跟半径成反比,半径越大,转动角度越小
                newPos = ccpRotateByAngle(relativedPos,ccp(1,0),CC_DEGREES_TO_RADIANS(tempAngle));
				newPos.x *= mScale;
				newPos.y *= mScale;
			}
			
			v.x = newPos.x + m_position.x ;
			v.y = newPos.y + m_position.y;

			setVertex(ccp(i, j), v);
		}
	}

	mScale *= mScaleFactor;
	mAngle += mAngleFactor;
}
コード例 #25
0
/* 普通攻击 */
void
MCEnemy::attackTarget(MCRole *aTargetRole, CCObject *aTarget, SEL_CallFuncO aSelector, CCObject *anUserObject)
{
    if (! canAttackTarget(aTargetRole)) {
        attackDidFail();
        return;
    }
    
    MCRole::attackTarget(aTargetRole);
    ai_->lockState();
    
    /* 检测攻击距离 */
    MCRoleEntity *selfEntity = getEntity();
    MCOBB targetOBB = aTargetRole->getEntity()->getOBB();
    MCOBB selfOBB = selfEntity->getOBB();
    CCPoint offset = ccpSub(targetOBB.center, selfOBB.center);
    float distance = ccpLength(offset) / selfOBB.width - 1;
    
    if (distance > (float) distance_) { /* 太远了干不了,需要走过去 */
        target_ = aTarget;
        attackDidFinishSelector_ = aSelector;
        userObject_ = anUserObject;
        /* approachTargetAndKeepDistance版本不能保持距离和approachTarget效果一样,暂时放弃 */
//        selfEntity->approachTargetAndKeepDistance(aTarget,
//                                                  this,
//                                                  callfuncO_selector(MCHero::roleDidApproachTarget),
//                                                  aTarget,
//                                                  weapon->distance);
        selfEntity->approachTarget(aTargetRole,
                                   this,
                                   callfuncO_selector(MCRole::roleDidApproachTarget),
                                   aTargetRole);
        return;
    }
    /* 进入攻击判断 */
//    printf("进入攻击判断\n");
    pp_ -= consume_;
    MCDungeonMaster::sharedDungeonMaster()->roleAttackTarget(this, aTargetRole);
    ai_->unlockState();
    if (aTarget) {
        (aTarget->*aSelector)(anUserObject ? anUserObject : this);
    }
    target_ = NULL;
    attackDidFinishSelector_ = NULL;
    userObject_ = NULL;
}
コード例 #26
0
void BWSineBy::update(float time)
{
    if (m_pTarget)
    {
        //CCLog("%f",time);
        CCPoint dir =  m_endPosition ;
        float fDis = ccpLength(m_endPosition);

        float fOldX = fDis * time;
        float fOldY = m_fA * sinf(m_fW * fOldX);
        float fOldC = sqrtf(powf(fOldX, 2)+powf(fOldY, 2));
        
        float fRotRadian = atanf(fOldY/fOldX) + atanf(dir.y/dir.x);
        if(m_endPosition.x < 0)
            fRotRadian += M_PI;
        float fRotOldX = fOldC * cos(fRotRadian);
        float fRotOldY = fOldC * sin(fRotRadian);
        
        float fNewX = fRotOldX + m_startPosition.x;
        float fNewY = fRotOldY + m_startPosition.y;
        
        CCPoint currentPos = m_pTarget->getPosition();
        CCPoint newPos = ccp( fNewX, fNewY);
        m_pTarget->setPosition(newPos);
        
        
        if(m_bRotHead)
        {
            CCPoint dirPoint = ccpSub(newPos, currentPos);
            float fRadian = atanf(dirPoint.y/dirPoint.x);
            if((dirPoint.y > 0 && dirPoint.x > 0)
               || (dirPoint.y < 0 && dirPoint.x > 0))
            {
                fRadian = M_PI_2 - fRadian;
            }
            else if((dirPoint.y < 0 && dirPoint.x < 0)||
                    (dirPoint.y > 0 && dirPoint.x < 0))
            {
                fRadian = -M_PI_2 - fRadian;
            }
            
            float m_fRotation = fRadian*180.0/M_PI;
            m_pTarget->setRotation(m_fRotation);
        }
    }
}
コード例 #27
0
void SineBy::adjustTargetPosition(float time)
{
	float fX = ccpLength(m_endPosition) * time;
	float fY = m_fA * sinf(m_fW * fX);
	//float fC = sqrtf(fX * fX + fY * fY);

	//float fRadian = (m_endPosition.x < 0) ? \
	//	atanf(fY / fX) + atanf(m_endPosition.y / m_endPosition.x) + float(M_PI) :\
	//	atanf(fY / fX) + atanf(m_endPosition.y / m_endPosition.x);
	//float fRadian = ccpAngleSigned(m_endPosition, CCPointMake(-1, 0)); 
	double fRadian =  M_PI_2;

	//CCPoint targetPos = ccp(fC * cos(fRadian) + m_startPosition.x, fC * sin(fRadian) + m_startPosition.y);
    CCPoint targetPos = ccpAdd(m_startPosition, ccp(fX,fY)).rotateByAngle(m_startPosition, fRadian);

	m_pTarget->setPosition(targetPos);
}
コード例 #28
0
void PaintLayer::ccTouchMoved(CCTouch* touch, CCEvent* event)
{
    const CCPoint point = CCDirector::sharedDirector()->convertToGL(touch->getLocationInView());

    //! skip points that are too close
    float eps = 1.5;
    if (points->count() > 0)
    {
        float length = ccpLength(ccpSub(((LinePoint *)points->lastObject())->pos, point));

        if (length < eps)
        {
            return;
        }
    }
    this->addPoint(point, lineWidth);
}
コード例 #29
0
void CCMissile::step(float dt) {
    // position of target and aimed
    CCNode* target = getTarget();
    CCPoint t = target->getPosition();
    CCPoint a = m_aimed->getPosition();
    
    // position vector degree
    CCPoint v = ccpSub(a, t);
    float r = ccpToAngle(v);
    float d = -CC_RADIANS_TO_DEGREES(r);
    d -= m_presetDegree;
    
    // save dest degree
    if(m_dstDegree != d) {
        m_dstDegree = d;
    }
    
    // rotate to dst degree gradually
    if(m_dstDegree > target->getRotation()) {
        float cur = MIN(m_dstDegree, target->getRotation() + dt * ANGULAR_VELOCITY);
        target->setRotation(cur);
    } else if(m_dstDegree < target->getRotation()) {
        float cur = MAX(m_dstDegree, target->getRotation() - dt * ANGULAR_VELOCITY);
        target->setRotation(cur);
    }
    
    // move target by velocity
    float move = m_velocity * dt;
    float distance = ccpLength(v);
    if(move >= distance) {
        target->setPosition(a);
    } else {
        t.x += move * cosf(r);
        t.y += move * sinf(r);
        target->setPosition(t);
    }
	
	// is done?
	m_done = getTarget()->getPositionX() == m_aimed->getPositionX() &&
		getTarget()->getPositionY() == m_aimed->getPositionY();
	
	// done callback
	if(m_done && m_doneCallFunc) {
		m_doneCallFunc->execute();
	}
}
コード例 #30
0
ファイル: Ball.cpp プロジェクト: DangoXJ/TuJinZhi
void Ball::collideWithPaddle(Paddle* paddle)
{
    CCRect paddleRect = paddle->rect();
    paddleRect.origin.x += paddle->getPosition().x;
    paddleRect.origin.y += paddle->getPosition().y;
    
    float lowY = CCRect::CCRectGetMinY(paddleRect);
    float midY = CCRect::CCRectGetMidY(paddleRect);
    float highY = CCRect::CCRectGetMaxY(paddleRect);
    
    float leftX = CCRect::CCRectGetMinX(paddleRect);
    float rightX = CCRect::CCRectGetMaxX(paddleRect);
    
    if (getPosition().x > leftX && getPosition().x < rightX) {
    
        bool hit = false;
        float angleOffset = 0.0f; 
        
        if (getPosition().y > midY && getPosition().y <= highY + radius()) 
        {
            setPosition( CCPointMake(getPosition().x, highY + radius()) );
            hit = true;
            angleOffset = (float)M_PI / 2;
        }
        else if (getPosition().y < midY && getPosition().y >= lowY - radius()) 
        {
            setPosition( CCPointMake(getPosition().x, lowY - radius()) );
            hit = true;
            angleOffset = -(float)M_PI / 2;
        }
        
        if (hit) 
        {
            float hitAngle = ccpToAngle(ccpSub(paddle->getPosition(), getPosition())) + angleOffset;
            
            float scalarVelocity = ccpLength(m_velocity) * 1.05f;
            float velocityAngle = -ccpToAngle(m_velocity) + 0.5f * hitAngle;
            
            m_velocity = ccpMult(ccpForAngle(velocityAngle), scalarVelocity);
        }
    }    
}