示例#1
0
//Towards player, shoot if close, run if low hp
void Enemy::classicAI()
{
	Shape* player = getPlayer_();
	if (player)
	{
		b2Vec2 playerPos = player->getPosition();
		b2Vec2 ePos = getPosition();
		b2Vec2 between = playerPos - ePos;

		//In long distance, look
		if (between.Length() < 40 || between.Length() < 4.f)
		{
			orient(between);
		}

		//In med distance, move towards, shoot at
		if (between.Length() < 25 && (getHP() >= verticesMIN_ * hpScale_))
		{
			if (getArmed())
			{
				move(between);
				orient(between);
				if (getWeaponReady())
				{
					float rotation = atan2f(between.y, between.x);
					float adjust = randFloat(-0.4, 0.4);
					b2Vec2 newDir(cosf(rotation + adjust), sinf(rotation + adjust));
					trigger(between);
				}
				else release();
			}
		}

		else if (getArmed() && between.Length() < verticesMIN_ * hpScale_)
		{
			orient(-between);
			move(-between);
		}

		else if (!getArmed() && between.Length() < size_ * 1.5f)
		{
			orient(-between);
		}

		else move(b2Vec2_zero);
	}
}
示例#2
0
//Flocking together
void Enemy::flockTest()
{
	b2Vec2 sum(0, 0);
	b2Vec2 fire(0, 0);

	int count = 0;
	for (Enemy* v : swarm_)
	{
		if (v != this && v->getVertices() == vertices_)
		{
			b2Vec2 between = v->getPosition() - getPosition();
			float dist = between.Length();
			if (dist <= 5.f) {
				sum += LenardJonesPotential(v, count);
			}
		}
	}

	Shape* player = getPlayer_();
	if (player)
	{
		if ((player->getPosition() - getPosition()).Length() < visRange_[3])
		{
			//swarmTarget_ = player;
			//sum += LenardJonesPotential(player, count);
			//fire = FiringPotential(player);
		}
	}

	//get average
	if (count > 0)
	{
		sum.x /= static_cast<float>(count);
		sum.y /= static_cast<float>(count);
		orient(sum);
		move(sum);

		if (getArmed())
		{
			if (getWeaponReady())
			{
				trigger(fire);
			}

			else release();

			if ((weapon_->getBar() / weapon_->getBarMAX()) <= 0.1f)
			{
				reup();
			}
		}
	}
}
示例#3
0
void Button::mouseExited(MouseEventDetails* const e)
{
    if(getEnabled())
    {
        if(getArmed())
        {
            this->setActive(false);
        }
    }

    Component::mouseExited(e);
}
示例#4
0
//Fire forward and brake
void Enemy::blindFire()
{
	move(b2Vec2_zero);

	if (getArmed())
	{
		if (getWeaponReady())
		{
			trigger(b2Vec2(0, 0));
		}

		else
		{
			release();
		}
	}
}
示例#5
0
void Button::mouseReleased(MouseEventDetails* const e)
{    
    if(getEnabled())
    {
        if(e->getButton() == MouseEventDetails::BUTTON1 && getArmed())
        {
            this->setActive(false);

            produceActionPerformed();
            setArmed(false);

            //Consume the event
            e->consume();
            return;
        }
    }
    Component::mouseReleased(e);
}
示例#6
0
//Gets current weapon's range
float Enemy::getRange() const {	return (getArmed() ? weapon_->getRange() : 0.f); }