本文整理汇总了Golang中github.com/runningwild/linear.Vec2.Add方法的典型用法代码示例。如果您正苦于以下问题:Golang Vec2.Add方法的具体用法?Golang Vec2.Add怎么用?Golang Vec2.Add使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类github.com/runningwild/linear.Vec2
的用法示例。
在下文中一共展示了Vec2.Add方法的6个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Golang代码示例。
示例1: thinkAbility
func (l *LocalData) thinkAbility(g *Game, abs *personalAbilities, gid Gid) {
if abs.activeAbility == nil {
return
}
var mouse linear.Vec2
if l.mode == LocalModeArchitect {
mx, my := l.sys.GetCursorPos()
mouse.X = float64(mx)
mouse.Y = float64(my)
mouse = mouse.Sub(l.architect.camera.regionPos)
mouse.X /= l.architect.camera.regionDims.X
mouse.Y /= l.architect.camera.regionDims.Y
mouse.X *= l.architect.camera.current.dims.X
mouse.Y *= l.architect.camera.current.dims.Y
mouse = mouse.Sub(l.architect.camera.current.dims.Scale(0.5))
mouse = mouse.Add(l.architect.camera.current.mid)
}
events, die := abs.activeAbility.Think(gid, g, mouse)
for _, event := range events {
l.engine.ApplyEvent(event)
}
if die {
base.Log().Printf("Deactivate on die")
more_events := abs.activeAbility.Deactivate(gid)
abs.activeAbility = nil
for _, event := range more_events {
l.engine.ApplyEvent(event)
}
}
}
示例2: fireDoLine
func fireDoLine(c *cmwc.Cmwc, pos linear.Vec2, angle, stored float64, speed int, level *game.Level) fireExplosion {
rng := rand.New(c)
ray := (linear.Vec2{1, 0})
// ray.Scale(math.Abs(rng.NormFloat64()/10) + 50)
scale := (stored/5 + 50) * (1 + rng.Float64()*(0.2+stored/2000))
ray = ray.Rotate(angle).Rotate(rng.NormFloat64() * (0.2 + stored/7500)).Scale(scale)
seg := linear.Seg2{pos, pos.Add(ray)}
base.DoOrdered(level.Room.Walls, func(a, b string) bool { return a < b }, func(_ string, poly linear.Poly) {
for i := range poly {
if seg.DoesIsect(poly.Seg(i)) {
isect := seg.Isect(poly.Seg(i))
seg.Q = isect
}
}
})
p1 := rng.Intn(speed)
p2 := rng.Intn(speed)
p3 := rng.Intn(speed)
return fireExplosion{
Pos: seg.Q,
Radius: rng.Float64()*40 + 30,
Timer: 0,
Start: 1*speed + p1,
Peak: 4*speed + p1 + p2,
End: 5*speed + p1 + p2 + p3,
}
}
示例3: FocusRegion
func (camera *cameraInfo) FocusRegion(g *Game, side int) {
min := linear.Vec2{1e9, 1e9}
max := linear.Vec2{-1e9, -1e9}
player := g.Ents[g.local.Gid]
if player == nil {
min.X = 0
min.Y = 0
max.X = float64(g.Level.Room.Dx)
max.Y = float64(g.Level.Room.Dy)
} else {
min.X = player.Pos().X - player.Stats().Vision()
min.Y = player.Pos().Y - player.Stats().Vision()
if min.X < 0 {
min.X = 0
}
if min.Y < 0 {
min.Y = 0
}
max.X = player.Pos().X + player.Stats().Vision()
max.Y = player.Pos().Y + player.Stats().Vision()
if max.X > float64(g.Level.Room.Dx) {
max.X = float64(g.Level.Room.Dx)
}
if max.Y > float64(g.Level.Room.Dy) {
max.Y = float64(g.Level.Room.Dy)
}
}
mid := min.Add(max).Scale(0.5)
dims := max.Sub(min)
if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y {
dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y
} else {
dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X
}
camera.target.dims = dims
camera.target.mid = mid
camera.approachTarget()
}
示例4: AddCreeps
func (g *Game) AddCreeps(pos linear.Vec2, count, side int, params map[string]interface{}) {
if side < 0 || side >= len(g.Level.Room.SideData) {
base.Error().Fatalf("Got side %d, but this level only supports sides from 0 to %d.", side, len(g.Level.Room.SideData)-1)
return
}
for i := 0; i < count; i++ {
var c CreepEnt
c.StatsInst = stats.Make(stats.Base{
Health: 100,
Mass: 250,
Acc: 50.0,
Rate: 0.0,
Size: 8,
Vision: 400,
})
// Evenly space the players on a circle around the starting position.
randAngle := rand.New(g.Rng).Float64() * math.Pi
rot := (linear.Vec2{15, 0}).Rotate(randAngle + float64(i)*2*3.1415926535/float64(count))
c.Position = pos.Add(rot)
c.Side_ = side
c.Gid = g.NextGid()
c.Abilities_ = append(
c.Abilities_,
ability_makers["asplode"](map[string]float64{"startRadius": 40, "endRadius": 70, "durationThinks": 50, "dps": 5}))
// if playerData.gid[0:2] == "Ai" {
// c.BindAi("simple", g.local.Engine)
// }
g.AddEnt(&c)
c.BindAi("creep", g.local.Engine)
for name, value := range params {
c.ai.SetParam(name, value)
}
}
}
示例5: BasicOperationsSpec
func BasicOperationsSpec(c gospec.Context) {
a := linear.Vec2{3, 4}
b := linear.Vec2{5, 6}
c.Specify("Make sure adding vectors works.", func() {
VecExpect(c, a.Add(b), Equals, linear.Vec2{8, 10})
})
c.Specify("Make sure subtracting vectors works.", func() {
VecExpect(c, a.Sub(b), Equals, linear.Vec2{-2, -2})
})
c.Specify("Make sure dotting vectors works.", func() {
c.Expect(a.Dot(b), IsWithin(1e-9), 39.0)
})
c.Specify("Make sure crossing vectors works.", func() {
VecExpect(c, a.Cross(), Equals, linear.Vec2{-4, 3})
})
c.Specify("Make sure taking the magnitude of vectors works.", func() {
c.Expect(a.Mag(), IsWithin(1e-9), 5.0)
c.Expect(a.Mag2(), IsWithin(1e-9), 25.0)
})
c.Specify("Make sure scaling vectors works.", func() {
VecExpect(c, a.Scale(3), Equals, linear.Vec2{9, 12})
})
}
示例6: doInvadersFocusRegion
func (camera *cameraInfo) doInvadersFocusRegion(g *Game, side int) {
min := linear.Vec2{1e9, 1e9}
max := linear.Vec2{-1e9, -1e9}
hits := 0
for _, ent := range g.temp.AllEnts {
if ent.Side() != side {
continue
}
if player, ok := ent.(*PlayerEnt); ok {
hits++
pos := player.Pos()
if pos.X < min.X {
min.X = pos.X
}
if pos.Y < min.Y {
min.Y = pos.Y
}
if pos.X > max.X {
max.X = pos.X
}
if pos.Y > max.Y {
max.Y = pos.Y
}
}
}
if hits == 0 {
min.X = 0
min.Y = 0
max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
} else {
min.X -= stats.LosPlayerHorizon + 50
min.Y -= stats.LosPlayerHorizon + 50
if min.X < 0 {
min.X = 0
}
if min.Y < 0 {
min.Y = 0
}
max.X += stats.LosPlayerHorizon + 50
max.Y += stats.LosPlayerHorizon + 50
if max.X > float64(g.Levels[GidInvadersStart].Room.Dx) {
max.X = float64(g.Levels[GidInvadersStart].Room.Dx)
}
if max.Y > float64(g.Levels[GidInvadersStart].Room.Dy) {
max.Y = float64(g.Levels[GidInvadersStart].Room.Dy)
}
}
mid := min.Add(max).Scale(0.5)
dims := max.Sub(min)
if dims.X/dims.Y < camera.regionDims.X/camera.regionDims.Y {
dims.X = dims.Y * camera.regionDims.X / camera.regionDims.Y
} else {
dims.Y = dims.X * camera.regionDims.Y / camera.regionDims.X
}
camera.target.dims = dims
camera.target.mid = mid
if camera.current.mid.X == 0 && camera.current.mid.Y == 0 {
// On the very first frame the current midpoint will be (0,0), which should
// never happen after the game begins. In this one case we'll immediately
// set current to target so we don't start off by approaching it from the
// origin.
camera.current = camera.target
} else {
// speed is in (0, 1), the higher it is, the faster current approaches target.
speed := 0.1
camera.current.dims = camera.current.dims.Scale(1 - speed).Add(camera.target.dims.Scale(speed))
camera.current.mid = camera.current.mid.Scale(1 - speed).Add(camera.target.mid.Scale(speed))
}
}