public void shoot() { // this is very similar to the above method int maxIterations = 500; float newX = 0, newY = 0, newZ = 0; for (int i = 0; i < maxIterations; i += 1) { newX = -(controller.getX() + (float) (-(i) * (Math.sin(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); newY = -(controller.getY() + (float) (-(i) * (Math.sin(Math.toRadians(controller.getAngleY()))))); newZ = -(controller.getZ() + (float) ((i) * (Math.cos(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); if (checkShootZombie(newX, newY, newZ)) break; } }
public void addZombie() { // adds a zombie where the player is looking float newX = 0, newZ = 0; newX = -(controller.getX() + (float) (-(100) * (Math.sin(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); newZ = -(controller.getZ() + (float) ((100) * (Math.cos(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); zombies.add(new Zombie(controller, zombieM, newX, newZ)); }
public void checkSelected() { // this method highlights a cube if it is being looked at // I use a method of ray tracing to check along the players line of sight if (controller.getSelectedWeapon() != 1) return; boolean anythingSelected = false; int maxIterations = 500; float newX = 0, newY = 0, newZ = 0; for (int i = 0; i < maxIterations; i += 1) { newX = -(controller.getX() + (float) (-(i) * (Math.sin(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); newY = -(controller.getY() + (float) (-(i) * (Math.sin(Math.toRadians(controller.getAngleY()))))); newZ = -(controller.getZ() + (float) ((i) * (Math.cos(Math.toRadians(controller.getAngleX()))) * (Math.cos(Math.toRadians(controller.getAngleY()))))); if (collisionLooking(-newX, -newY, -newZ)) { Cube selected = getCube(-(int) newX, -(int) newY, -(int) newZ); int[][] sides = new int[6][3]; float[] differences = new float[6]; for (int j = 0; j < sides.length; j++) { sides[j] = selected.getSideMid(j); } for (int j = 0; j < sides.length; j++) { differences[j] = (float) Math.sqrt( Math.pow((sides[j][0] - newX), 2) + Math.pow((sides[j][1] - newY), 2) + Math.pow((sides[j][2] - newZ), 2)); } float smallest = differences[0]; for (int j = 0; j < differences.length; j++) { if (differences[j] < smallest) smallest = differences[j]; } int side = -1; for (int j = 0; j < differences.length; j++) { if (differences[j] == smallest) side = j; } selected.selectedSide[side] = true; selectedCube = selected; selectedSide = side; anythingSelected = true; break; } } if (!anythingSelected) { selectedCube = null; selectedSide = -1; } }