예제 #1
0
파일: Player.cs 프로젝트: IzikArruda/Twinix
    Line GetClosestLineTowards(OrthogonalDirection lineDirection, OrthogonalDirection playerDirection)
    {
        /*
         * Given a direction of a desired line and the direction of the player along their current line,
         * return the first line encountered along the playerDirection that is traveling towards lineDirection.
         */
        Line  desiredLine     = null;
        float minSnapDistance = 1;

        /* Get the first corner encountered along the player direction direction */
        float  leftDistance = minSnapDistance;
        Corner leftCorner   = currentLine.GetCornerInGivenDirection(playerDirection);

        while (leftCorner != null && desiredLine == null)
        {
            /* Get the distance from the player to this corner. If it's too far from the player, stop tracking */
            leftDistance = (leftCorner.position - gamePosition).magnitude;
            if (leftDistance < minSnapDistance)
            {
                /* Track the first line encountered that goes along the desired direction */
                desiredLine = leftCorner.AttachedLineAt(lineDirection);

                /* Get the next corner along the direction */
                if (leftCorner.AttachedLineAt(playerDirection) != null)
                {
                    leftCorner = leftCorner.AttachedLineAt(playerDirection).GetCornerInGivenDirection(playerDirection);
                }

                /* This was the last corner, so set the corner to null to stop the while loop */
                else
                {
                    leftCorner = null;
                }
            }

            /* Stop searching for the line if the corner is too far from the player */
            else
            {
                leftCorner = null;
            }
        }

        return(desiredLine);
    }
예제 #2
0
파일: Player.cs 프로젝트: IzikArruda/Twinix
    private void ChangeCurrentLine(OrthogonalDirection dir1, OrthogonalDirection dir2)
    {
        /*
         * If the player is on the corner of their current line, change their current line
         * to one of the lines connected to the corner they are currently on.
         *
         * The line they will switch to is determined by the given inputs and the direction
         * of their current line (if they have given two inputs).
         *
         * When on a corner and holding two sepperate axis as inputs, the player will swap
         * to the line perpendicular to their current line. This is shown in the example bellow:
         *
         * When moving up towards a 4 way corner and holding up+right, the player, once reaching
         * the corner, will swap to the corner's right line. This is because if the player
         * wanted to not take the turn and continue upwards, they would have only held the up key.
         */
        Corner currentCorner = GetCorner();
        OrthogonalDirection primaryDirection    = dir1;
        OrthogonalDirection secondairyDirection = dir2;

        /* Make sure we are on a corner first */
        if (currentCorner != null)
        {
            /* Properly order the inputs if we are given two unique directions */
            if (dir1 != OrthogonalDirection.NULL && dir2 != OrthogonalDirection.NULL)
            {
                /* Current line is horizontal. */
                if (currentLine.IsHorizontal())
                {
                    /* If the primary direction is also horizontal... */
                    if (Corner.HoriDirection(primaryDirection))
                    {
                        /* ...Swap it so the primary direction is now vertical */
                        primaryDirection    = dir2;
                        secondairyDirection = dir1;
                    }
                }

                /* Current line is vertical. */
                else if (currentLine.IsVertical())
                {
                    /* If the primary direction is also vertical... */
                    if (Corner.VertDirection(primaryDirection))
                    {
                        /* ...Swap it so the primary direction is now horizontal */
                        primaryDirection    = dir2;
                        secondairyDirection = dir1;
                    }
                }
            }


            /* Swap to the line at the primary direction */
            if (currentCorner.AttachedLineAt(primaryDirection) != null)
            {
                ChangeCurrentLine(currentCorner.AttachedLineAt(primaryDirection));
            }

            /* Swap to the line at the secondairy direction if the primary is not connected */
            else if (currentCorner.AttachedLineAt(secondairyDirection) != null)
            {
                ChangeCurrentLine(currentCorner.AttachedLineAt(secondairyDirection));
            }
        }
    }