示例#1
0
	DirArrayGen::DirArrayGen( Vec2D const& d )
	{
		difPos = Vec2D(0,0);
		dir = ( 1.0f / sqrtf( d.length2() ) ) * d;
		num = 1;
		offset = 2;
	}
示例#2
0
	void SimpleGen::generate( Weapon* weapon )
	{
		Object* owner = weapon->owner;
		Object* destObj = weapon->destObj;

		Vec2D dif = destObj->getPos() - owner->getPos();
		float s= sqrtf(dif.length2());
		Vec2D speed = ( weapon->bulletSpeed / s ) * dif;

		Object* bullet = weapon->createBullet();
		bullet->setVelocity( speed );
		spawnObject(bullet);
	}
示例#3
0
	void CircleMove::update( Object& obj , long time )
	{
		float len = m_speed * time / 1000.0f;
		Vec2D dir = getCenterPos( obj ) - org;
		float d   =  sqrtf( dir.length2() );

		if ( d < 0.001 )
			return;

		if( fabs( radius - d ) > len )
		{
			if ( d > radius )
			{
				obj.setVelocity( (-len / d)* dir );
				return;
			}
			else
			{
				obj.setVelocity( (len / d) * dir );
				return;
			}
		}

		float cos_ = ( radius*radius + d*d - len*len ) / ( 2 * radius * d );
		if ( fabs( cos_ ) > 1 )
			return;

		float theta = acos( cos_ );
		Vec2D rDir = ( radius / d ) * dir;
		Vec2D dotDir( -rDir.y , rDir.x );
		if ( !isClockwise )
			dotDir = - dotDir;
		Vec2D outSpeed = ( cos( theta )* rDir)  + ( sin( theta ) * dotDir) - dir;

		obj.setVelocity( outSpeed );
	}
示例#4
0
	void DirArrayGen::setDir( Vec2D const& d )
	{
		dir = ( 1.0f / sqrtf( d.length2() ) ) * d;
	}
示例#5
0
	void Follow::update( Object& obj , long time)
	{
		Vec2D dif = destObj->getPos() - getCenterPos( obj );
		float s= sqrtf( dif.length2() );
		obj.setVelocity(  speed * time / (1000 *s )  * dif );
	}