Example #1
0
 public SecretRoomCommand(PointReceiver pointReceiver) : base(pointReceiver)
 {
     AddCommand(new SecretBumperCommand(_pointReceiver));
     AddCommand(new SecretBumperCommand(_pointReceiver));
     AddCommand(new SecretBumperCommand(_pointReceiver));
     AddCommand(new ShooterCommand(_pointReceiver));
 }
        public override void ComputeLinePoints(PointReceiver output)
        {
            int pixels = (int)(Length / output.SampleDistance);

            if (pixels <= 0)
            {
                pixels = 1;
            }

            // Run along the line as a 0-1 progression value.
            float deltaProgress = 1f / (float)pixels;
            float c             = deltaProgress;

            // Step pixel count times:
            for (int i = 0; i < pixels; i++)
            {
                // From http://www.w3.org/TR/SVG/implnote.html#ArcParameterizationAlternatives
                float angle             = StartAngle + (SweepAngle * c);
                float ellipseComponentX = RadiusX * (float)Math.Cos(angle);
                float ellipseComponentY = RadiusY * (float)Math.Sin(angle);

                float x = CosXAxis * ellipseComponentX - SinXAxis * ellipseComponentY + CenterX;
                float y = SinXAxis * ellipseComponentX + CosXAxis * ellipseComponentY + CenterY;

                output.AddPoint(x, y);

                c += deltaProgress;
            }
        }
        public override void ComputeLinePoints(PointReceiver output)
        {
            // Get previous:
            float previousX = Previous.X;
            float previousY = Previous.Y;

            // Get deltas:
            float dx;
            float dy;

            float extrudeBy = output.ExtrudeBy;

            if (extrudeBy == 0f)
            {
                dx = X - previousX;
                dy = Y - previousY;
            }
            else
            {
                previousX += Previous.NormalX * extrudeBy;
                previousY += Previous.NormalY * extrudeBy;
                dx         = X + (NormalX * extrudeBy) - previousX;
                dy         = Y + (NormalY * extrudeBy) - previousY;
            }

            // Divide length by the amount we advance per pixel to get the number of pixels on this line:
            int pixels = (int)(Length / output.SampleDistance);

            if (pixels <= 0)
            {
                pixels = 1;
            }

            // Run along the line as a 0-1 progression value.
            float deltaProgress = 1f / (float)pixels;

            // From but not including previous:
            float progressX = deltaProgress * dx;
            float progressY = deltaProgress * dy;

            // Figure out the first point:
            float pointX = previousX + progressX;
            float pointY = previousY + progressY;

            // For each of the pixels:
            for (int i = 0; i < pixels; i++)
            {
                // Add it:
                output.AddPoint(pointX, pointY);

                // Move:
                pointX += progressX;
                pointY += progressY;
            }
        }
Example #4
0
        public override void ComputeLinePoints(PointReceiver output)
        {
            // Divide length by the amount we advance per pixel to get the number of pixels on this line:
            int pixels = (int)(Length / output.SampleDistance);

            if (pixels <= 0)
            {
                pixels = 1;
            }

            // Run along the line as a 0-1 progression value.
            float deltaProgress = 1f / (float)pixels;

            // From but not including previous:
            float t = deltaProgress;

            float x         = X;
            float y         = Y;
            float previousX = Previous.X;
            float previousY = Previous.Y;

            float control1X3 = Control1X * 3f;
            float control2X3 = Control2X * 3f;
            float control1Y3 = Control1Y * 3f;
            float control2Y3 = Control2Y * 3f;

            float previousX3 = previousX * 3f;
            float previousY3 = previousY * 3f;

            // For each of the pixels:
            for (int i = 0; i < pixels; i++)
            {
                float tSquare = t * t;
                float tCube   = tSquare * t;

                float pointX = previousX + (-previousX3 + t * (previousX3 - previousX * t)) * t
                               + (control1X3 + t * (-2f * control1X3 + control1X3 * t)) * t
                               + (control2X3 - control2X3 * t) * tSquare
                               + x * tCube;

                float pointY = previousY + (-previousY3 + t * (previousY3 - previousY * t)) * t
                               + (control1Y3 + t * (-2f * control1Y3 + control1Y3 * t)) * t
                               + (control2Y3 - control2Y3 * t) * tSquare
                               + y * tCube;

                // Add it:
                output.AddPoint(pointX, pointY);

                // Move progress:
                t += deltaProgress;
            }
        }
Example #5
0
        /// <summary>Steps along the line between this point and previous point at a fixed step, adding the points to the scanner as it goes.</summary>
        public override void ComputeLinePoints(PointReceiver output)
        {
            float extrudeBy = output.ExtrudeBy;

            // Let the scanner know this is a MoveTo:
            if (extrudeBy == 0f)
            {
                output.MoveTo(X, Y);
            }
            else
            {
                output.MoveTo(X + (NormalX * extrudeBy), Y + (NormalY * extrudeBy));
            }
        }
        public override void ComputeLinePoints(PointReceiver output)
        {
            // Get previous:
            float x          = X;
            float y          = Y;
            float previousX  = Previous.X;
            float previousY  = Previous.Y;
            float control1X2 = Control1X * 2f;
            float control1Y2 = Control1Y * 2f;

            // Divide length by the amount we advance per pixel to get the number of pixels on this line:
            int pixels = (int)(Length / output.SampleDistance);

            if (pixels <= 0)
            {
                pixels = 1;
            }

            // Run along the line as a 0-1 progression value.
            float deltaProgress = 1f / (float)pixels;

            // From but not including previous:
            float t      = deltaProgress;
            float invert = (1f - t);

            // For each of the pixels:
            for (int i = 0; i < pixels; i++)
            {
                float tSquare       = t * t;
                float controlFactor = t * invert;
                float invertSquare  = invert * invert;

                // Figure out the point:
                float pointX = invertSquare * previousX + controlFactor * control1X2 + tSquare * x;
                float pointY = invertSquare * previousY + controlFactor * control1Y2 + tSquare * y;

                // Add it:
                output.AddPoint(pointX, pointY);

                // Move progress:
                t      += deltaProgress;
                invert -= deltaProgress;
            }
        }
        public override void ComputeLinePoints(PointReceiver output)
        {
            float radius = Radius;

            // How much must we rotate through overall?
            float angleToRotateThrough = EndAngle - StartAngle;

            // So arc length is how many pixels long the arc is.
            // Thus to step that many times, our delta angle is..
            float deltaAngle = angleToRotateThrough / Length;

            // The current angle:
            float currentAngle = StartAngle;

            // The number of pixels:
            int pixelCount = (int)Math.Ceiling(Length);

            if (pixelCount < 0)
            {
                // Going anti-clockwise. Invert deltaAngle and the pixel count:
                deltaAngle = -deltaAngle;
                pixelCount = -pixelCount;
            }

            // Step pixel count times:
            for (int i = 0; i < pixelCount; i++)
            {
                // Map from polar angle to coords:
                float x = radius * (float)Math.Cos(currentAngle);
                float y = radius * (float)Math.Sin(currentAngle);

                x += CircleCenterX;
                y += CircleCenterY;

                output.AddPoint(x, y);

                // Rotate the angle:
                currentAngle += deltaAngle;
            }
        }
 /// <summary>Steps along the line between this point and previous point at a fixed step, adding the points to the scanner as it goes.</summary>
 public virtual void ComputeLinePoints(PointReceiver output)
 {
 }
Example #9
0
 public UndergroundTargetCommand(PointReceiver pointReceiver)
 {
     _pointReceiver = pointReceiver;
 }
//--------------------------------------
//--------------------------------------
Example #12
0
 public ShooterCommand(PointReceiver pointReceiver)
 {
     _pointReceiver = pointReceiver;
 }
		public override void ComputeLinePoints(PointReceiver output){
			
			// Get previous:
			float previousX=Previous.X;
			float previousY=Previous.Y;
			
			// Get deltas:
			float dx;
			float dy;
			
			float extrudeBy=output.ExtrudeBy;
			
			if(extrudeBy==0f){
				dx=X-previousX;
				dy=Y-previousY;
			}else{
				previousX+=Previous.NormalX * extrudeBy;
				previousY+=Previous.NormalY * extrudeBy;
				dx=X + (NormalX * extrudeBy) - previousX;
				dy=Y + (NormalY * extrudeBy) - previousY;
			}
			
			// Divide length by the amount we advance per pixel to get the number of pixels on this line:
			int pixels=(int)(Length/output.SampleDistance);
			
			if(pixels<=0){
				pixels=1;
			}
			
			// Run along the line as a 0-1 progression value.
			float deltaProgress=1f/(float)pixels;
			
			// From but not including previous:
			float progressX=deltaProgress * dx;
			float progressY=deltaProgress * dy;
			
			// Figure out the first point:
			float pointX=previousX + progressX;
			float pointY=previousY + progressY;
			
			// For each of the pixels:
			for(int i=0;i<pixels;i++){
				
				// Add it:
				output.AddPoint(pointX,pointY);
				
				// Move:
				pointX+=progressX;
				pointY+=progressY;
				
			}
			
		}
Example #14
0
 protected CompositeCommand(PointReceiver pointReceiver)
 {
     _commands      = new List <ICommand>();
     _pointReceiver = pointReceiver;
 }
Example #15
0
 public RampCommand(PointReceiver pointReceiver)
 {
     _pointReceiver = pointReceiver;
 }
		public override void ComputeLinePoints(PointReceiver output){
			
			float radius=Radius;
			
			// How much must we rotate through overall?
			float angleToRotateThrough=EndAngle-StartAngle;
			
			// So arc length is how many pixels long the arc is.
			// Thus to step that many times, our delta angle is..
			float deltaAngle=angleToRotateThrough/Length;
			
			// The current angle:
			float currentAngle=StartAngle;
			
			// The number of pixels:
			int pixelCount=(int)Math.Ceiling(Length);
			
			if(pixelCount<0){
				// Going anti-clockwise. Invert deltaAngle and the pixel count:
				deltaAngle=-deltaAngle;
				pixelCount=-pixelCount;
			}
			
			// Step pixel count times:
			for(int i=0;i<pixelCount;i++){
				// Map from polar angle to coords:
				float x=radius * (float) Math.Cos(currentAngle);
				float y=radius * (float) Math.Sin(currentAngle);
				
				x+=CircleCenterX;
				y+=CircleCenterY;
				
				output.AddPoint(x,y);
				
				// Rotate the angle:
				currentAngle+=deltaAngle;
			}
			
		}
Example #17
0
 public BumperCommand(PointReceiver pointReceiver)
 {
     _pointReceiver = pointReceiver;
 }
Example #18
0
 public HoleCommand(PointReceiver pointReceiver) : base(pointReceiver)
 {
     AddCommand(new UndergroundTargetCommand(_pointReceiver));
     AddCommand(new ShooterCommand(_pointReceiver));
 }
Example #19
0
 public TargetCommand(PointReceiver pointReceiver)
 {
     _pointReceiver = pointReceiver;
 }
		public override void ComputeLinePoints(PointReceiver output){
			
			// Divide length by the amount we advance per pixel to get the number of pixels on this line:
			int pixels=(int)(Length/output.SampleDistance);
			
			if(pixels<=0){
				pixels=1;
			}
			
			// Run along the line as a 0-1 progression value.
			float deltaProgress=1f/(float)pixels;
			
			// From but not including previous:
			float t=deltaProgress;
			
			float x;
			float y;
			float previousX;
			float previousY;
			
			float control1X3=Control1X*3f;
			float control2X3=Control2X*3f;
			float control1Y3=Control1Y*3f;
			float control2Y3=Control2Y*3f;
			
			float extrudeBy=output.ExtrudeBy;
			
			if(extrudeBy==0f){
				x=X;
				y=Y;
				previousX=Previous.X;
				previousY=Previous.Y;
			}else{
				x=X + (NormalX * extrudeBy);
				y=Y + (NormalY * extrudeBy);
				previousX=Previous.X + (Previous.NormalX * extrudeBy);
				previousY=Previous.Y + (Previous.NormalY * extrudeBy);
				extrudeBy*=3f;
				
				control1X3+=(NormalC1X * extrudeBy);
				control1Y3+=(NormalC1Y * extrudeBy);
				
				control2X3+=(NormalC2X * extrudeBy);
				control2Y3+=(NormalC2Y * extrudeBy);
			}
			
			float previousX3=previousX*3f;
			float previousY3=previousY*3f;
			
			// For each of the pixels:
			for(int i=0;i<pixels;i++){
				
				float tSquare=t*t;
				float tCube=tSquare*t;
				
				float pointX = previousX + (-previousX3 + t * (previousX3 - previousX * t)) * t
				+ (control1X3 + t * (-2f * control1X3 + control1X3 * t)) * t
				+ (control2X3 - control2X3 * t) * tSquare
				+ x * tCube;
				
				float pointY = previousY + (-previousY3 + t * (previousY3 - previousY * t)) * t
				+ (control1Y3 + t * (-2f * control1Y3 + control1Y3 * t)) * t
				+ (control2Y3 - control2Y3 * t) * tSquare
				+ y * tCube;
				
				// Add it:
				output.AddPoint(pointX,pointY);
				
				// Move progress:
				t+=deltaProgress;
				
			}
			
		}
Example #21
0
 /// <summary>Steps along the line between this point and previous point at a fixed step, adding the points to the scanner as it goes.</summary>
 public override void ComputeLinePoints(PointReceiver output)
 {
     output.MoveTo(X, Y);
 }
		public override void ComputeLinePoints(PointReceiver output){
			
			// Get previous:
			float x;
			float y;
			float previousX;
			float previousY;
			float control1X2=Control1X * 2f;
			float control1Y2=Control1Y * 2f;
			
			float extrudeBy=output.ExtrudeBy;
			
			if(extrudeBy==0f){
				x=X;
				y=Y;
				previousX=Previous.X;
				previousY=Previous.Y;
			}else{
				x=X + (NormalX * extrudeBy);
				y=Y + (NormalY * extrudeBy);
				previousX=Previous.X + (Previous.NormalX * extrudeBy);
				previousY=Previous.Y + (Previous.NormalY * extrudeBy);
				
				extrudeBy*=2f;
				control1X2+=(NormalC1X * extrudeBy);
				control1Y2+=(NormalC1Y * extrudeBy);
			}
			
			// Divide length by the amount we advance per pixel to get the number of pixels on this line:
			int pixels=(int)(Length/output.SampleDistance);
			
			if(pixels<=0){
				pixels=1;
			}
			
			// Run along the line as a 0-1 progression value.
			float deltaProgress=1f/(float)pixels;
			
			// From but not including previous:
			float t=deltaProgress;
			float invert=(1f-t);
			
			// For each of the pixels:
			for(int i=0;i<pixels;i++){
				
				float tSquare=t*t;
				float controlFactor=t*invert;
				float invertSquare=invert*invert;
				
				// Figure out the point:
				float pointX=invertSquare*previousX + controlFactor*control1X2 + tSquare*x;
				float pointY=invertSquare*previousY + controlFactor*control1Y2 + tSquare*y;
				
				// Add it:
				output.AddPoint(pointX,pointY);
				
				// Move progress:
				t+=deltaProgress;
				invert-=deltaProgress;
				
			}
			
		}