Ejemplo n.º 1
0
 public void UpdatePos()
 {
     SPoint vec = new SPoint();
     vec.y=target.y-at.y;
     vec.x=target.x-at.x;
     if(distTarget<minDist)
         distTarget=minDist;
     float movDistSq = vec.SqDistFromOrigin();
     float decel=0.5f;
     if(movDistSq>panSpeed*panSpeed){//moving too fast
         float dir = Mathf.Atan2(vec.y, vec.x);
         vec.x=Mathf.Cos(dir)*panSpeed;
         vec.y=Mathf.Sin(dir)*panSpeed;
         at.x+=vec.x*decel;
         at.y+=vec.y*decel;
     }else{
         at.x+=vec.x*decel;
         at.y+=vec.y*decel;
     }
     if(distTarget>dist)
         if(distTarget>dist+zoomSpeed)
             dist+=zoomSpeed;
     else
         dist=distTarget;
     else
         if(distTarget<dist-zoomSpeed)
             dist-=zoomSpeed;
     else
         dist=distTarget;
 }
Ejemplo n.º 2
0
 protected AttkVtx InterpCorner(AttkVtx[] arrV, int arrLen, SPoint oPos)
 {
     AttkVtx rtnVtx = new AttkVtx();
     float dist = 0;
     float distSum=0;
     SPoint tPos = new SPoint();
     for(int i = 0; i< arrLen;i++){
         tPos.x = arrV[i].pos.x-oPos.x;//tranlated for ease of calculations
         tPos.y = arrV[i].pos.y-oPos.y;
         dist=Mathf.Sqrt(tPos.SqDistFromOrigin());
         distSum+=dist;
     }//now average out verts
     for(int i = 0; i< arrLen;i++){
         tPos.x = arrV[i].pos.x-oPos.x;//tranlated for ease of calculations
         tPos.y = arrV[i].pos.y-oPos.y;
         dist=Mathf.Sqrt(tPos.SqDistFromOrigin());
         rtnVtx.mag+=(dist/distSum)*arrV[i].mag;
         rtnVtx.dir+=(dist/distSum)*arrV[i].dir;
         rtnVtx.dmg+=(dist/distSum)*arrV[i].dmg;
         rtnVtx.wgt+=(dist/distSum)*arrV[i].wgt;
     }
     return rtnVtx;
 }
Ejemplo n.º 3
0
    protected bool ColDetect(Ninja plr)
    {
        if (gameWon) {

        if(Input.anyKey){
                Application.LoadLevel ("menu");
                foreach (GameObject o in Object.FindObjectsOfType<GameObject>()) {
                    Destroy(o);}
                Application.LoadLevel ("menu");
            }
        return false;
        }

        bool hitflag=false;
        int polyIndex = -1;//to keep record of which polygon caused the collision
        int hitIndex = -1;//to keep record of which side of the polygon caused collision
        SPoint[] plBox, plLast;
        bool retFlag=false;//holds the return value
        //this loads plBox[] and plLast[] with the player's hitboc this
        //and last frame respectively
        int hbLen=4;
        SPoint posDiff = new SPoint(plr.GetPos().x-plr.GetLastPos().x, plr.GetPos().y-plr.GetLastPos().y);
        if(posDiff.SqDistFromOrigin()!=0){
            plBox = plr.GetCurrentColBox();
            plLast=plr.GetCurrentColBox();
            hbLen = 6;
            for(int i=0;i<hbLen;i++){
                plLast[i].x-=posDiff.x;
                plLast[i].y-=posDiff.y;
            }
        }else{
            plBox = plr.GetHitBox();
            plLast=plr.GetHitBox();
            hbLen=4;
        }
        if((plr.GetPos().x>9)&&(plr.GetPos().x-posDiff.x<9))
            hbLen= hbLen;

        SPoint hld;
        float[] plAng = new float[hbLen];
        for(int i=0;i<hbLen-1;i++){
            plAng[i]= new SPoint(plBox[i].x-plBox[i+1].x,plBox[i].y-plBox[i+1].y).GetDir();
        }
        plAng[hbLen-1] = new SPoint(plBox[hbLen-1].x-plBox[0].x,plBox[hbLen-1].y-plBox[0].y).GetDir();
        // FillCollisionBox(plBox, plr->GetPos(), plr->stats.size.y, plr->stats.size.x);
        // FillCollisionBox(plLast, plr->stats.motion.lastPos, plr->stats.size.y, plr->stats.size.x);
        //set up angles here for easy acces along with the hitboxes above.

        for(int i = 0; i < tBox.iLength; i++){
            hitflag = true;//assume true, then prove false.
            for(int j = 0; j < tBox.GetJlength(i); j++)
            if(!plr.CheckAxis(tBox.GetSPoint(i, j), tBox.GetAng(i, j), plBox,tBox.pBounds[i], hbLen, tBox.jLength[i])){ //no axis intersection
                hitflag = false;
                j=tBox.GetJlength(i);//exit loop early
            }
            if(hitflag)//possible collision; check against other polygon axise
            for(int j = 0; j < hbLen; j++){
                if(!plr.CheckAxis(plBox[j], plAng[j], plBox, tBox.pBounds[i], hbLen, tBox.jLength[i])){ //no axis intersection
                    hitflag = false;
                    j=hbLen;//exit loop early
                }
            }
            if(hitflag){//all checks are done, collision is sure
                polyIndex = i;//keep record of the last polygon caused the flag
                i=tBox.iLength;//Collision detected, end loop early
            }

        }

        SPoint prV=new SPoint();
        SPoint pCtr;

                //extra added to detect and destroy any projectiles on-screen
        int cv;
        bool pHitFlag = true;

        float flAng = 1.55f;
        if(polyIndex!=-1){
            //hitflag = true;//force to true to return
            retFlag=true;
            //see which side has collided
            for(int i = 0; i < tBox.GetJlength(polyIndex); i++){
                if(!plr.CheckAxis(tBox.GetSPoint(polyIndex, i), tBox.GetAng(polyIndex, i), plLast, tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex])){
                    hitIndex = i;
                    i=tBox.GetJlength(polyIndex);//end loop prematurely
                }
            }
            bool pAxisFlag=false;
            if(hitIndex == -1){
                for(int i  = 0; i < hbLen; i++){//check player angs to find the axis
                    if(!plr.CheckAxis(plLast[i], plAng[i], plLast, tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex]) ){
                        hitIndex = i;
                        pAxisFlag = true;
                    }
                }//do collision detection again for this particular index on the polygon
            }//to get the exit vector

            SPoint axP = new SPoint();
            if(hitIndex>=0){

                if (!pAxisFlag){//using poly axis
                    axP = ExitDist(polyIndex, tBox.GetSPoint(polyIndex, hitIndex), tBox.GetAng(polyIndex, hitIndex), plr, 0);
                    flAng=tBox.GetAng(polyIndex, hitIndex);
                                       }
                else{//using player axis
                    axP = ExitDist(polyIndex, plBox[hitIndex], plAng[hitIndex], plr, 0);

                    flAng=plAng[hitIndex];
                }

                if ((axP.x == 0) && (axP.y == 0))
                {
                polyIndex = polyIndex;// V-jank fix, add a check to get this answer in the first place
                    axP = ExitDist(polyIndex, tBox.GetSPoint(polyIndex, hitIndex+2), tBox.GetAng(polyIndex, hitIndex+2), plr, 0);
                }
            }else
                retFlag=false;
            if (polyIndex == 2)
                polyIndex = 2;
            if (polyIndex == 1)
                polyIndex = 1;
            plr.stats.motion.pos.x+=axP.x;
            plr.stats.motion.pos.y+=axP.y;
            //for walking
            float axAng = Mathf.Atan2(axP.y, axP.x);
            float wallAng = Mathf.Atan2(plr.GetVel().y, plr.GetVel().x);
            float wallDist = Mathf.Sqrt(Mathf.Pow(plr.GetVel().x, 2) + Mathf.Pow(plr.GetVel().y, 2) );
            wallAng -= axAng;

            //separate cases for wall collision
            //depend on whether player is tumbling

            //non-reounding

                if((axAng>0)&&(axAng < Mathf.PI))
                    plr.Land(flAng);
                plr.stats.motion.vel.x -= Mathf.Cos(wallAng)*wallDist*Mathf.Cos(axAng);
                plr.stats.motion.vel.y -= Mathf.Cos(wallAng)*wallDist*Mathf.Sin(axAng);
            if (( Mathf.Abs(  Mathf.Abs(axAng) - Mathf.PI )< 0.1f) && (plr.fHelper.airborne))
                plr.WallHang(axAng);
            else if  ((Mathf.Abs(axAng) < 0.1f) && (plr.fHelper.airborne))
                    plr.WallHang(axAng);

        }

        if ((!plr.fHelper.airborne)&&(!retFlag)&&(!plr.tPortFlag))
            if(!GroundTrack(plr))//ground tracking done here
                plr.Fall();

        if((plr.GetPos().x > uBound.x)||(plr.GetPos().y > uBound.y)||(plr.GetPos().x < lBound.x)||(plr.GetPos().y < lBound.y)){
            if((plr.stats.stocks>0)||(!matchModeOn)){
            //SetPlStart(plr);
            plr.stats.stocks--;
            plr.stats.motion.vel = new SPoint(0,0);
            plr.stats.damage=0;}
        }
        if (retFlag)
            ColDetect (plr);
        return retFlag;
    }
Ejemplo n.º 4
0
    public bool GroundTrack(Ninja plr)
    {
        //specialized collision detection function
        //ensures the Ninja keeps flush with the floor
        bool hitflag = true;
        bool indflag = true;
        bool pAxisFlag = false;
        float hitInd = -1;
        int polyIndex = -1;
        SPoint[] plBox = new SPoint[4];
        SPoint[] plLast = new SPoint[4];
        for(int i=0;i<4;i++){
            plBox[i]=new SPoint();
            plLast[i]=new SPoint();
        }
        float[] plAng = {0, Mathf.PI/2, Mathf.PI, -Mathf.PI/2};
        int hbLen=4;

                //modified from colision detect to move the player down

        FillCollisionBox(plBox, new SPoint(plr.GetPos().x, plr.GetPos().y-plr.stats.size.y/2), plr.stats.size.y, plr.stats.size.x);
        FillCollisionBox(plLast, new SPoint(plr.GetPos().x, plr.GetPos().y+plr.stats.size.y/2), plr.stats.size.y, plr.stats.size.x);
        //holds default angles

        for(int i = 0; i < tBox.iLength; i++){
            hitflag = true;
            for(int j = 0; j < tBox.GetJlength(i); j++)
                if(!plr.CheckAxis(tBox.GetSPoint(i, j), tBox.GetAng(i, j), plBox,tBox.pBounds[i], hbLen, tBox.jLength[i]) ) //no axis intersection
                    hitflag = false;
            if(hitflag)
                for(int j = 0; j < 4; j++)
                    if(!plr.CheckAxis(plBox[j], plAng[j], plBox,tBox.pBounds[i], hbLen, tBox.jLength[i]) ) //no axis intersection
                        hitflag = false;
            if(hitflag)
                polyIndex = i;
        }
        int hitIndex = -1;
        if(polyIndex >= 0){
            hitflag = true;
            float moveDist = 0;
            for(int i = 0; i < tBox.GetJlength(polyIndex); i++){
                if(!plr.CheckAxis(tBox.GetSPoint(polyIndex, i), tBox.GetAng(polyIndex, i), plLast,tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex])){
                    hitIndex = i;
                }
            }
            if(hitIndex == -1){
                //check player angs to find the axis
                for(int i  = 0; i < 4; i++){
                    if(!plr.CheckAxis(plLast[i], plAng[i], plLast, tBox.pBounds[polyIndex], hbLen, tBox.jLength[polyIndex]) ){
                        hitIndex = i;
                        pAxisFlag = true;
                    }
                }
            }

            bool floorHit = false;
            SPoint floorVec=new SPoint(0,0);
            plr.stats.motion.pos.y-=plr.stats.size.y/2;
            if(!pAxisFlag)
                floorVec = ExitDist(polyIndex, tBox.GetSPoint(polyIndex, hitIndex), tBox.GetAng(polyIndex, hitIndex), plr, -1);
            else
                floorVec = ExitDist(polyIndex, plBox[hitIndex], plAng[hitIndex], plr, -1);
            float wallAng = Mathf.Atan2(floorVec.y, floorVec.x)-Mathf.PI/2;
            float wallDist=Mathf.Sqrt(floorVec.SqDistFromOrigin());
            if((floorVec.x==0)&&(floorVec.y==0))
                plr.stats.motion.pos.y+=plr.stats.size.y/2;
            else if(Mathf.Cos(wallAng)!=0){
                plr.stats.motion.pos.y+=(wallDist)/Mathf.Cos(wallAng);
                floorHit=true;
            }
            else{
                plr.stats.motion.pos.y+=plr.stats.size.y/2;
                floorHit=true;
            }
            if((floorHit)&&(!plr.fHelper.airborne)){
                plr.Land(tBox.GetAng(polyIndex, hitIndex));

                return true;
            }
        }
        return false;
    }