Beispiel #1
0
 @Override
 public boolean update(double timeDelta) {
   Vector2f moveDelta = new Vector2f(getVelocity());
   moveDelta.scale((float) timeDelta);
   Vector2f.add(getPosition(), moveDelta, getPosition());
   if (Math.abs(getPosition().x) > halfRangeX || Math.abs(getPosition().y) > halfRangeY)
     return true;
   return false;
 }
Beispiel #2
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  private void onGameStatePlaying() {
    // ball
    Point position = ball.getPosition();
    if (shadowCount >= SHADOW_SKIP) {
      if (previousBallPositions.size() >= NUMBER_OF_BALL_SHADOWS) {
        previousBallPositions.removeLast();
      }
      previousBallPositions.addFirst(new Point(position));
      shadowCount = 0;
    } else {
      shadowCount += 1;
    }
    position.add((ballSpeed * ballUnitVector.getX()), -(ballSpeed * ballUnitVector.getY()));
    ball.setPosition(position);
    ball.setVisible(true);

    for (int i = 0; i < NUMBER_OF_BALL_SHADOWS; i++) {
      VisualControl visualControl = ballShadows.get(i);
      if (previousBallPositions.size() > i) {
        visualControl.setPosition(previousBallPositions.get(i));
        visualControl.setVisible(true);
      } else {
        visualControl.setVisible(false);
      }
    }

    // bounce
    if (bouncedControl != null) {
      if (!bouncedControl.isHit(ball.getPosition())) {
        bouncedControl = null;
      }
    } else {
      for (BounceableControl bounceableControl : paddles.values()) {
        bounceableControls.add(bounceableControl);
      }

      for (BounceableControl bounceableControl : bounceableControls) {
        if (bounceBall(bounceableControl)) {
          bouncedControl = bounceableControl;
          break;
        }
      }

      for (BounceableControl bounceableControl : paddles.values()) {
        bounceableControls.remove(bounceableControl);
      }
    }

    // goal
    if ((position.getX() <= 0.0f) || (position.getX() >= (float) displayMode.getWidth())) {
      gameState = GameState.End;
    }
  }
  /**
   * Performs a gun shot and deals damage if necessary
   *
   * @param player the player who is shooting
   * @param intersectionInfoList any intersections along the bullet path
   */
  public void handleGunShot(Player player, ArrayList<EntityIntersectionInfo> intersectionInfoList) {

    if (intersectionInfoList != null) {

      // Find nearest intersection to the player
      Entity nearestIntersectingEntity = null;
      float nearestIntersectionDistance = 0.0f;

      for (EntityIntersectionInfo info : intersectionInfoList) {

        // Ignore intersections with players on your team
        if (info.getEntity() instanceof Player) {

          Player _player = (Player) info.getEntity();

          if (player.getTeam().getID() == _player.getTeam().getID()) continue;
        }

        // Check intersection points
        for (Vector2f p : info.getIntersectionPoints()) {

          // Calculate distance between intersection point and player
          Vector2f dif = new Vector2f();
          Vector2f.sub(player.getPosition(), p, dif);

          float len = dif.length();

          // Update nearest intersection entity
          if (nearestIntersectionDistance == 0.0f || len < nearestIntersectionDistance) {

            nearestIntersectionDistance = len;
            nearestIntersectingEntity = info.getEntity();
          }
        }
      }

      // Check if nearest intersecting entity is player and do damage if so
      if (nearestIntersectingEntity != null) {

        if (nearestIntersectingEntity instanceof Player) {
          Player hitPlayer = (Player) nearestIntersectingEntity;

          // System.out.println("hit player");

          if (hitPlayer.getTeam().getID() != player.getTeam().getID()) {

            // TODO: move damage into method or constant
            hitPlayer.doDamage(player.getWeaponDamage());
          }
        }
      }
    }
  }
Beispiel #4
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 // Depending on the degrees at which this projectile was fired, the X and Y speeds can
 // be calculated using math...
 private void calculateSpeed(float degrees) {
   // Using simple trigonometry we can calculate the sides of a triangle by given (shooting) angel
   // and
   // the length of the hypotenuse, which we will keep as 1 for simplicity's sake
   // sin(a) = opposite / hypotenuse
   // cos(a) = adjacent / hypotenuse
   // -> lengths of the opposites and adjacent sides can be calculated by using the following
   // formula
   // (Hypotenuse is 1, so we can disregard it completely)
   // opposite = sin(a) / 1
   // adjacent = cos(a) / 1
   speed.x = (float) Math.cos(Math.toRadians(degrees)) * 20;
   speed.y = (float) Math.sin(Math.toRadians(degrees)) * 20;
 }
Beispiel #5
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  private void setupViewMatrix(boolean reverseY) {

    viewMatrix = new Matrix4f();

    Matrix4f.rotate(
        (reverseY ? -1 : 1) * cameraAngle.getY(), new Vector3f(1, 0, 0), viewMatrix, viewMatrix);

    Matrix4f.rotate(cameraAngle.getX(), new Vector3f(0, 1, 0), viewMatrix, viewMatrix);

    Matrix4f.translate(
        reverseY ? new Vector3f(cameraPos.getX(), -cameraPos.getY(), cameraPos.getZ()) : cameraPos,
        viewMatrix,
        viewMatrix);
  }
Beispiel #6
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  private void calculateOrigin(int x, int y, float degrees) {
    // this is the middle point of the tank (and turret) from where the projectile was shot
    // since the projectile has to originate from the end of the turret and not the middle
    // point, we can calculate its actual starting position by knowing the angle (degrees)
    // and the size of the tank (radius of drawing circle) which is 150

    // Note: The hypotenuse is equal to the radius of the drawing circle, which is 150
    // -> Delta Y is then defined by sin(degrees) = opposite / 150
    // -> opposite = sin(degrees)*150 (and we need to add 150 because the drawing circle
    // originates from the screen's 0/0 and not the middle of the circle)

    // Delta X is the same as above, but with using cos(degrees) instead
    // we use 175 here to account for drawing over the turret, which we dont want to do
    position.x = x + (float) Math.cos(Math.toRadians(degrees)) * 175 + 150;
    position.y = y + (float) Math.sin(Math.toRadians(degrees)) * 175 + 150;
  }
Beispiel #7
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  public boolean equals(Object obj) {
    if (!obj.getClass().getName().endsWith("Vertex")) {
      return false;
    }

    Vertex otherVert = (Vertex) obj;
    // Compare position
    Vector3f otherPos = otherVert.getPosition();
    if (position.getX() != otherPos.getX()) {
      return false;
    }
    if (position.getY() != otherPos.getY()) {
      return false;
    }
    if (position.getZ() != otherPos.getZ()) {
      return false;
    }
    // Compare Unwrap
    Vector2f otherUnwrap = otherVert.getUnwrap();
    if (unwrap.getX() != otherUnwrap.getX()) {
      return false;
    }
    if (unwrap.getY() != otherUnwrap.getY()) {
      return false;
    }
    // Compare Normal
    boolean hasNormal = hasNormal();
    boolean otherHasNormal = otherVert.hasNormal();
    if (hasNormal != otherHasNormal) {
      return false;
    } // One has normal, the other one doesn't
    if (hasNormal == false) {
      return true;
    } // Since both are same, both don't have a normal
    Vector3f otherNormal = otherVert.getNormal();
    if (normal.getX() != otherNormal.getX()) {
      return false;
    }
    if (normal.getY() != otherNormal.getY()) {
      return false;
    }
    if (normal.getZ() != otherNormal.getZ()) {
      return false;
    }
    // All clear
    return true;
  }
 /** Convenience accessor */
 public Vector2f getOffset(Vector2f ret) {
   if (ret == null) {
     ret = new Vector2f(ox, oy);
   } else {
     ret.set(ox, oy);
   }
   return ret;
 }
 /** Convenience accessor */
 public Vector2f getLocation(Vector2f ret) {
   if (ret == null) {
     ret = new Vector2f(x, y);
   } else {
     ret.set(x, y);
   }
   return ret;
 }
Beispiel #10
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  private void onGameStateStart() {
    wonControl.setVisible(false);
    lostControl.setVisible(false);

    Random random = new Random(new Date().getTime());
    float ballAngle = (float) random.nextInt(360);
    float ballX = (float) Math.cos(Math.toRadians(ballAngle));
    float ballY = (float) Math.sin(Math.toRadians(ballAngle));
    if (ballX == 0.0f) {
      ballX = 0.5f;
    }
    if (ballY == 0.0f) {
      ballY = 0.5f;
    }

    log.debug("angle: " + ballAngle + ", x: " + ballX + ", y: " + ballY);
    ballUnitVector.set(ballX, ballY);
    ballUnitVector = ballUnitVector.normalise(null);

    gameState = GameState.Playing;
  }
Beispiel #11
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    /**
     * Attempts to add an image to this {@link GLTexture}
     *
     * @param image The {@link Image} to add
     * @return The resulting {@link Texture}, or <code>null</code> if it didn't fit
     */
    public Texture addImage(Image image) {
      assert image.format == format;

      RectanglePacker.Rectangle rpr = packer.insert(image.getWidth(), image.getHeight(), image);

      if (rpr != null) {
        assert rpr.width == image.getWidth();
        assert rpr.height == image.getHeight();

        writeToTexture(rpr, image.getData());

        Vector2f bottomleft = new Vector2f(rpr.x, rpr.y);
        Vector2f topRight = new Vector2f(rpr.x + rpr.width, rpr.y + rpr.height);

        bottomleft.x /= size.getWidth();
        bottomleft.y /= size.getHeight();
        topRight.x /= size.getWidth();
        topRight.y /= size.getHeight();

        Texture t = new Texture(this, bottomleft, topRight, image);
        residentTextures.add(t);

        return t;
      } else {
        return null;
      }
    }
Beispiel #12
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  @Override
  public void advance(float amount) {
    if (!missile.getSource().isAlive()) {
      IceUtils.destroy(missile);
      return;
    }

    super.advance(amount);

    weaponCooldown = Math.max(0, weaponCooldown - amount);

    if (target == null) return;

    Vector2f.add(destOffset, target.getLocation(), dest);

    accelerate();
    turnToward(dest);

    if (ammo > 0 && weaponCooldown == 0) {
      CombatEntityAPI nearest = null;
      float record = Float.MAX_VALUE;

      for (int i = 0; i < potentialTargets.size(); ++i) {
        CombatEntityAPI m = (CombatEntityAPI) potentialTargets.get(i);

        float dist2 = MathUtils.getDistanceSquared(missile, m);

        if (dist2 < record && dist2 <= WEAPON_RANGE_SQUARED) {
          record = dist2;
          nearest = m;
        }
      }

      if (nearest != null) {
        Global.getCombatEngine()
            .spawnProjectile(
                missile.getSource(),
                null,
                WEAPON_ID,
                missile.getLocation(),
                VectorUtils.getAngle(missile.getLocation(), nearest.getLocation()),
                new Vector2f());

        --ammo;
        weaponCooldown = WEAPON_COOLDOWN;
      }
    }
  }
  private Vector2f converttoimagesizes(
      Vector2f oldvec, Vector2f offset, BufferedImage oldimage, BufferedImage newimage) {
    Vector2f vec = new Vector2f();

    vec.x = oldvec.x * oldimage.getWidth();
    vec.x += offset.x;
    vec.x /= newimage.getWidth();

    vec.y = oldvec.y * oldimage.getHeight();
    vec.y += offset.y;
    vec.y /= newimage.getHeight();

    return vec;
  }
Beispiel #14
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  @Override
  public void evaluateCircumstances() {
    super.evaluateCircumstances();

    //        if(target == null || (!(target instanceof ShipAPI) || !((ShipAPI)target).isAlive())) {
    //            findTarget();
    //            return;
    //        }

    Vector2f.sub(
        MathUtils.getRandomPointInCircle(target.getLocation(), target.getCollisionRadius()),
        target.getLocation(),
        destOffset);

    if (missile.isFading() || ammo <= 0 || !missile.getSource().isAlive())
      IceUtils.destroy(missile);

    potentialTargets.clear();
    potentialTargets.addAll(AIUtils.getNearbyEnemyMissiles(missile, POTENTIAL_TARGET_RANGE));
    potentialTargets.addAll(AIUtils.getNearbyEnemies(missile, POTENTIAL_TARGET_RANGE));
  }
Beispiel #15
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  private boolean bounceBall(BounceableControl control) {
    /*
    log.debug("Cheking...");
    log.debug("\tcontrol: "+control.getPosition().toString()+", ball: "+ball.getPosition().toString());
    log.debug("\tvector: x="+ballUnitVector.getX()+", y="+ballUnitVector.getY());
    */

    boolean isHit = false;
    if ((control.isVisible()) && (control.isHit(ball.getPosition()))) {
      log.debug("bounced!!!!!!!!!!!!!!");

      float angleDelta = 90.0f - control.getRotation();

      // get current angle of ball vector
      Point previousBallPosition = new Point(0.0f, 0.0f);
      Point currentBallPosition = new Point(ballUnitVector.getX(), ballUnitVector.getY());
      // float ballVectorMagnitude = PointUtility.getDistance(previousBallPosition,
      // currentBallPosition);
      float currentBallAngle = PointUtility.getAngle(previousBallPosition, currentBallPosition);
      log.debug("\t\tcurrentBallAngle=" + currentBallAngle);

      // get new vector
      float targetBallAngle = (currentBallAngle + angleDelta);
      float newX = (float) Math.cos(Math.toRadians(targetBallAngle));
      float newY = (float) Math.sin(Math.toRadians(targetBallAngle));
      log.debug("\t\tnew vector: x=" + newX + ", y=" + newY);
      newX = (-1 * newX);

      // back to original angle
      previousBallPosition.set(0.0f, 0.0f);
      currentBallPosition.set(newX, newY);
      log.debug("\t\tnewX=" + newX + ", newY=" + newY);
      float newAngle = PointUtility.getAngle(previousBallPosition, currentBallPosition);
      targetBallAngle = (newAngle - angleDelta);
      log.debug("\t\tnew angle=" + newAngle + ", targetBallAngle=" + targetBallAngle);

      newX = (float) Math.cos(Math.toRadians(targetBallAngle));
      newY = (float) Math.sin(Math.toRadians(targetBallAngle));
      ballUnitVector.set(newX, newY);
      ballUnitVector = ballUnitVector.normalise(null);
      log.debug("\t\tfinal: x=" + ballUnitVector.getX() + ", y=" + ballUnitVector.getY());

      isHit = true;
    }

    return isHit;
  }
Beispiel #16
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 /**
  * Get the distance to a coordinate
  *
  * @param xx
  * @param yy
  * @return distance, in pixels
  */
 public float getDistanceTo(float xx, float yy) {
   return Vector2f.sub(new Vector2f(xx, yy), new Vector2f(getX(), getY()), null).length();
 }
Beispiel #17
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 /**
  * Get the distance to another entity
  *
  * @param xx
  * @param yy
  * @return distance, in pixels
  */
 public float getDistanceTo(Entity e) {
   return Vector2f.sub(new Vector2f(e.getX(), e.getY()), new Vector2f(getX(), getY()), null)
       .length();
 }
  public void move(float scale) {
    Vector2f oldPosition = new Vector2f(position);

    // make our move
    position.y += velocity.y * scale;

    // figure our new bounds
    BoundingBox box = getBoundingBox();

    // check for floor collision
    int y = (int) Math.floor(box.bottomY);
    for (int x = (int) Math.floor(box.leftX); x < Math.ceil(box.rightX); x++) {
      TileMapTile tile = null;
      try {
        tile = map.getMap()[x][y];
      } catch (Exception e) {
      }

      if (tile != null && velocity.y <= 0) {

        WalkingEntity walker = this instanceof WalkingEntity ? (WalkingEntity) this : null;
        if (walker != null && !walker.dead && tile.isDangerous()) {
          ((WalkingEntity) this).damage(5);
          position.y = (int) oldPosition.y;
          velocity.y = 15f;
          velocity.x = -0.5f * velocity.x;
          break;
        }

        if (tile.isSolid() || tile.isPlatform()) {
          if (velocity.y < -1) {
            floorCollision();
            System.out.println(this.getClass().getSimpleName() + ": " + box + " " + this.position);
          }

          position.y = (int) oldPosition.y;
          velocity.y = 0f;

          // apply friction
          if (Math.abs(velocity.x) > 0) {
            float sign = Math.abs(velocity.x) / velocity.x;
            velocity.x -= sign * 9.8 * scale;

            // if we managed to reverse the direction of the horiz velocity, just stop
            if (velocity.x != 0 && sign != Math.abs(velocity.x) / velocity.x) {
              velocity.x = 0;
            }
          }
          break;
        }
      }
    }

    position.x += velocity.x * scale;

    // figure our new bounds
    box = getBoundingBox();

    // check for wall collision
    for (int x = (int) box.leftX; x <= box.rightX; x++) {
      for (y = (int) box.bottomY; y < box.topY; y++) {
        TileMapTile tile = null;
        try {
          tile = map.getMap()[x][y];
        } catch (Exception e) {
        }

        if (tile != null && tile.isSolid()) {
          wallCollision();

          // System.out.print(" WALL [" + x + ", " + y + "]");

          if (velocity.x > 0) position.x = (int) Math.ceil(oldPosition.x);
          else position.x = (int) Math.floor(oldPosition.x);

          velocity.x = 0f;

          break;
        }
      }
    }
  }
Beispiel #19
0
 public Vector2f getUnwrap() {
   return new Vector2f(unwrap.getX(), unwrap.getY());
 }
Beispiel #20
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 public float[] getUVW() {
   return new float[] {unwrap.getX(), unwrap.getY(), 0f};
 }
 public void applyGravity(float scale) {
   velocity.y -= 9.8 * 4 * scale;
   if (velocity.y < TERMINAL_VELOCITY) velocity.y = TERMINAL_VELOCITY;
 }
Beispiel #22
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 public static Vector2f add(Vector2f v1, Vector2f v2) {
   return Vector2f.add(v1, v2, v1);
 }
Beispiel #23
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 public static void normalize(Vector2f vector) {
   try {
     vector.normalise();
   } catch (Exception ignored) {
   }
 }
Beispiel #24
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 public static void truncate(Vector2f vector, float max) {
   float length = vector.length();
   if (length == 0) return;
   float i = max / length;
   vector.scale(i < 1. ? 1.f : i);
 }
Beispiel #25
0
  @Override
  public void update(BaseObject parent) {
    Vector2f acceleration = ((GameObject) parent).getAcceleration();
    acceleration.set(0, 0);

    if (sys.keyboard.isKeyPressed(ButtonActions.MOVE_UP)) {
      acceleration.y = ACCELERATION;
    }
    if (sys.keyboard.isKeyPressed(ButtonActions.MOVE_DOWN)) {
      acceleration.y = -ACCELERATION;
    }
    if (sys.keyboard.isKeyPressed(ButtonActions.MOVE_LEFT)) {
      acceleration.x = -ACCELERATION;
    }
    if (sys.keyboard.isKeyPressed(ButtonActions.MOVE_RIGHT)) {
      acceleration.x = ACCELERATION;
    }

    if (sys.currentTime - lastTime < fireRate) {
      return;
    }

    // FIXME I really shouldn't be using hardcoded values to figure out where to
    // shoot the bullets from.
    // FIXME I also REALLY REALLY need to get my vectors sorted out so that I don't have to
    // resort to this ugliness.
    bulletVelocity.set(
        ((GameObject) parent).getVelocity().x, ((GameObject) parent).getVelocity().x);
    bulletPosition.set(16f, 0f);

    if (sys.keyboard.isKeyPressed(ButtonActions.FIRE_LEFT)) {
      bulletVelocity.x -= BULLET_VELOCITY;
      bulletPosition.y = 16f;
      bulletPosition.x = 0f;
    }

    if (sys.keyboard.isKeyPressed(ButtonActions.FIRE_RIGHT)) {
      bulletVelocity.x += BULLET_VELOCITY;
      bulletPosition.y = 16f;
      bulletPosition.x = 32f;
    }

    if (sys.keyboard.isKeyPressed(ButtonActions.FIRE_UP)) {
      bulletVelocity.y += BULLET_VELOCITY;
      bulletPosition.y = 32f;
    }

    if (sys.keyboard.isKeyPressed(ButtonActions.FIRE_DOWN)) {
      bulletVelocity.y -= BULLET_VELOCITY;
      bulletPosition.y = 0f;
    }

    if (bulletVelocity.x != 0f || bulletVelocity.y != 0f) {
      Vector2f position = ((GameObject) parent).getPosition();
      bulletPosition.x += position.x;
      bulletPosition.y += position.y;

      GameObject bullet = bulletPool.obtain();

      if (bullet != null) {
        bullet.setPosition(bulletPosition.x, bulletPosition.y);

        bulletVelocity.rotate(bulletCounter * spreadDegree);

        bullet.setVelocity(bulletVelocity.x, bulletVelocity.y);

        sys.manager.add(bullet);

        if (bulletCounter == spreadCount / 2) {
          bulletCounter = -bulletCounter;
        } else {
          bulletCounter++;
        }
      }
    }
    lastTime = sys.currentTime;
  }
Beispiel #26
0
 public void setUV(float[] uv) {
   unwrap.x = uv[0];
   unwrap.y = uv[1];
 }
Beispiel #27
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  private void update() {
    float posDelta = 0.1f;

    if (Keyboard.isKeyDown(Keyboard.KEY_W)) {
      Vector3f.add(
          cameraPos,
          new Vector3f(
              (float) (Math.cos(cameraAngle.getX() + Math.PI / 2) * posDelta),
              0,
              (float) (Math.sin(cameraAngle.getX() + Math.PI / 2) * posDelta)),
          cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_D)) {
      Vector3f.add(
          cameraPos,
          new Vector3f(
              (float) (Math.cos(cameraAngle.getX() + Math.PI) * posDelta),
              0,
              (float) (Math.sin(cameraAngle.getX() + Math.PI) * posDelta)),
          cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_S)) {
      Vector3f.add(
          cameraPos,
          new Vector3f(
              (float) (Math.cos(cameraAngle.getX() + Math.PI * 3 / 2) * posDelta),
              0,
              (float) (Math.sin(cameraAngle.getX() + Math.PI * 3 / 2) * posDelta)),
          cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_A)) {
      Vector3f.add(
          cameraPos,
          new Vector3f(
              (float) (Math.cos(cameraAngle.getX()) * posDelta),
              0,
              (float) (Math.sin(cameraAngle.getX()) * posDelta)),
          cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_Q)) {
      Vector3f.add(cameraPos, new Vector3f(0, -1, 0), cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_E)) {
      Vector3f.add(cameraPos, new Vector3f(0, 1, 0), cameraPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_R)) {
      Vector3f.add(modelAngle, new Vector3f(0, 0.05f, 0), modelAngle);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_UP)) {
      Vector3f.add(modelPos, new Vector3f(0.1f, 0, 0), modelPos);
    }

    if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) {
      Vector3f.add(modelPos, new Vector3f(-0.1f, 0, 0), modelPos);
    }

    Vector2f.add(cameraAngle, new Vector2f(Mouse.getDX() * 0.004f, 0), cameraAngle);
    Vector2f.add(cameraAngle, new Vector2f(0, -Mouse.getDY() * 0.004f), cameraAngle);

    if (cameraAngle.getY() > Math.PI / 2) cameraAngle.setY((float) Math.PI / 2);
    if (cameraAngle.getY() < -Math.PI / 2) cameraAngle.setY((float) -Math.PI / 2);
  }
Beispiel #28
0
 public void update() {
   position.x += speed.x;
   position.y += speed.y;
 }