public void mousePressed() {
    if (game.screen == 1) { // see above
      velocity =
          PVector.fromAngle(
              radians(
                  (float)
                      angledegrees)); // uses PVector to make a vector from the angle of the shooter
      if (canfire == true) { // checks if user is able to fire (if ball is active)
        game.shooterlist[0] = game.shooterlist[1]; // sets active ball to the next ball
        game.shooterlist[0].setVelocity(
            velocity.x, velocity.y); // adjusts velocity for ball depending on type
        game.shooterlist[1] =
            new Ball(
                game
                    .createNewBall()); // creates new ball with random type as generated by the
                                       // createNewBall function
        canfire = false; // disables firing while ball is active
      }
    }

    if (game.screen == 0) { // see above
      if (button.pressed()) { // checks if button is pressed
        game.gotoGame(); // loads game
      }
    }

    if (game.screen == 2) {
      if (button.pressed()) {
        game.reset(); // resets game
      }
    }
  }
Ejemplo n.º 2
0
  public void draw(PApplet canvas, float scale) {
    PVector orient = PVector.fromAngle(orientation);
    orient.mult(scale * getRadius());
    float x = (float) position.x * scale;
    float y = (float) position.y * scale;
    float diameter = getRadius() * 2 * scale;

    canvas.fill(teamColor);
    canvas.stroke(0);
    canvas.ellipse(x, y, diameter, diameter);
    canvas.line(x, y, x + (float) orient.x, y + (float) orient.y);

    // Delegate Decoration to Robot
    float heading = orient.heading();
    float drawScale = 100f / scale * getRadius();

    canvas.translate(x, y);
    canvas.rotate(heading);
    canvas.scale(drawScale);
    // TODO: How to resolve scale, so that teams don't have to mind it also...
    decorateRobot(canvas);
    canvas.scale(1f / drawScale);
    canvas.rotate(-heading);
    canvas.translate(-x, -y);
  }
Ejemplo n.º 3
0
 public PVector getForceVector() {
   return PVector.fromAngle((float) ((degrees - 90) * (Math.PI / 180)));
 }