本文整理汇总了TypeScript中math/Vector.add函数的典型用法代码示例。如果您正苦于以下问题:TypeScript add函数的具体用法?TypeScript add怎么用?TypeScript add使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了add函数的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TypeScript代码示例。
示例1: advanceTime
public advanceTime() {
this.animation_.update();
this.position_ = this.position_.add(this.velocity_);
if (!this.animation_.isRunning()) {
this.invalidate();
}
}
示例2: fire
public fire(angle : number, position : Vector, velocity : Vector, isMine : boolean, commitFireFn : (fireEnergy : number, fireDelay : number, recoilAcceleration : number) => boolean) : any {
let level = this.level_.getValue();
if (level < 0) {
return null;
}
let fireEnergy = this.getFireEnergy_();
let fireDelay = this.getFireDelay_();
let recoilAcceleration = isMine ? 0 : this.getRecoilAcceleration_();
if (!commitFireFn(fireEnergy, fireDelay, recoilAcceleration)) {
return null;
}
let lifetime = this.getLifetime_();
let damage = this.getDamage_();
let bounceCount = this.getBounceCount_();
let blastRadius = this.getBlastRadius_();
let proxRadius = this.getProxRadius_();
let newVelocity = isMine ? Vector.ZERO : velocity.add(Vector.fromPolar(this.getBombSpeed_(), angle));
let projectile = this.simulation_.modelObjectFactory.newBomb(this.owner_, level, position, newVelocity, lifetime, damage, bounceCount, blastRadius, proxRadius);
this.owner_.addProjectile(projectile);
return {
'type': this.getType(),
'level': level,
'vel': newVelocity.toArray(),
'bounceCount': bounceCount
};
}
示例3: advanceTime
public advanceTime() {
if (--this.countdown_ == 0) {
this.invalidate();
return;
}
// Slow down the animation.
if (this.countdown_ % 2) {
return;
}
this.position_ = this.position_.add(this.velocity_);
this.velocity_ = this.velocity_.scale(0.75);
}
示例4: fire
public fire(angle : number, position : Vector, velocity : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
let fireEnergy = this.getFireEnergy_();
let fireDelay = this.getFireDelay_();
let level = this.level_.getValue();
if (level < 0 || !commitFireFn(fireEnergy, fireDelay)) {
return null;
}
let factory = this.simulation_.modelObjectFactory;
let lifetime = this.getLifetime_();
let damage = this.getDamage_();
let bounceCount = this.getBounceCount_();
let bulletSpeed = this.getBulletSpeed_();
let multifireAngle = (this.multifireState_ == ToggleState.ENABLED) ? this.gunSettings_['multifire']['angle'] : 0;
let bullets = new Array<Bullet>();
if (this.gunSettings_['doubleBarrel']) {
let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
let leftPosition = position.add(Vector.fromPolar(10, angle - Math.PI / 2));
let rightPosition = position.add(Vector.fromPolar(10, angle + Math.PI / 2));
bullets.push(factory.newBullet(this.owner_, level, leftPosition, bulletVelocity, lifetime, damage, bounceCount));
bullets.push(factory.newBullet(this.owner_, level, rightPosition, bulletVelocity, lifetime, damage, bounceCount));
} else {
let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
bullets.push(factory.newBullet(this.owner_, level, position, bulletVelocity, lifetime, damage, bounceCount));
}
if (this.multifireState_ == ToggleState.ENABLED) {
let leftVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle - multifireAngle));
let rightVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle + multifireAngle));
bullets.push(factory.newBullet(this.owner_, level, position, leftVelocity, lifetime, damage, bounceCount));
bullets.push(factory.newBullet(this.owner_, level, position, rightVelocity, lifetime, damage, bounceCount));
}
for (let i = 0; i < bullets.length; ++i) {
this.owner_.addProjectile(bullets[i]);
}
new BulletGroup(bullets);
return {
'type': this.getType(),
'angle': angle,
'level': level,
'bounceCount': bounceCount,
'multifire': this.multifireState_ == ToggleState.ENABLED
}
}
示例5: onFired
public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
assert(weaponData['type'] == this.getType(), 'Cannot fire gun with incorrect weapon type: ' + weaponData['type']);
let factory = this.simulation_.modelObjectFactory;
let level = weaponData['level'];
let angle = weaponData['angle'];
let bounceCount = weaponData['bounceCount'];
let isMultifire = weaponData['multifire'];
// Make sure the level is correct so the following getters use the right value for their calculations.
this.level_.setValue(level);
let lifetime = this.getLifetime_();
let damage = this.getDamage_();
let bulletSpeed = this.getBulletSpeed_();
let multifireAngle = isMultifire ? this.gunSettings_['multifire']['angle'] : 0;
let bullets = new Array<Bullet>();
if (this.gunSettings_['doubleBarrel']) {
let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
let leftPosition = position.add(Vector.fromPolar(10, angle - Math.PI / 2));
let rightPosition = position.add(Vector.fromPolar(10, angle + Math.PI / 2));
bullets.push(factory.newBullet(this.owner_, level, leftPosition, bulletVelocity, lifetime, damage, bounceCount));
bullets.push(factory.newBullet(this.owner_, level, rightPosition, bulletVelocity, lifetime, damage, bounceCount));
} else {
let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
bullets.push(factory.newBullet(this.owner_, level, position, bulletVelocity, lifetime, damage, bounceCount));
}
if (isMultifire) {
let leftVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle - multifireAngle));
let rightVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle + multifireAngle));
bullets.push(factory.newBullet(this.owner_, level, position, leftVelocity, lifetime, damage, bounceCount));
bullets.push(factory.newBullet(this.owner_, level, position, rightVelocity, lifetime, damage, bounceCount));
}
for (let i = 0; i < bullets.length; ++i) {
this.owner_.addProjectile(bullets[i]);
}
new BulletGroup(bullets);
for (let i = 0; i < timeDiff; ++i) {
for (let j = 0; j < bullets.length; ++j) {
bullets[j].advanceTime();
}
}
}
示例6: updatePosition_
protected updatePosition_(bounceFactor? : number) {
let map = this.simulation_.map;
let prizeList = this.simulation_.prizeList;
let flagList = this.simulation_.flagList;
bounceFactor = bounceFactor || 1;
let tileWidth = map.getTileWidth();
let xSpeed = Math.abs(this.velocity_.x);
for (let i = 0; i < xSpeed; i += tileWidth) {
let xVel = this.velocity_.x;
let dx = Math.min(xSpeed - i, tileWidth);
this.position_ = this.position_.add(new Vector(xVel < 0 ? -dx : dx, 0));
let collision = map.getCollision(this);
if (collision) {
switch (collision.object) {
case ObjectType.NONE:
this.position_ = new Vector(xVel >= 0 ? collision.left : collision.right, this.position_.y);
this.velocity_ = new Vector(-xVel * bounceFactor, this.velocity_.y * bounceFactor);
xSpeed *= bounceFactor;
this.bounce_();
break;
case ObjectType.PRIZE:
let prize = prizeList.getPrize(collision.xTile, collision.yTile);
if (prize && this.shouldCollectPrize_(prize)) {
this.onPrizeCollected(prize);
prizeList.removePrize(prize);
}
break;
case ObjectType.FLAG:
let flag = flagList.getFlag(collision.xTile, collision.yTile);
if (flag != null) {
this.captureFlag_(flag);
} else {
assert(false, 'Flag at ' + collision.xTile + ', ' + collision.yTile + ' not found.');
}
break;
default:
break;
}
}
}
let tileHeight = map.getTileHeight();
let ySpeed = Math.abs(this.velocity_.y);
for (let i = 0; i < ySpeed; i += tileHeight) {
let yVel = this.velocity_.y;
let dy = Math.min(ySpeed - i, tileHeight);
this.position_ = this.position_.add(new Vector(0, yVel < 0 ? -dy : dy));
let collision = this.simulation_.map.getCollision(this);
if (collision) {
switch (collision.object) {
case ObjectType.NONE:
this.position_ = new Vector(this.position_.x, yVel >= 0 ? collision.top : collision.bottom);
this.velocity_ = new Vector(this.velocity_.x * bounceFactor, -yVel * bounceFactor);
ySpeed *= bounceFactor;
this.bounce_();
break;
case ObjectType.PRIZE:
let prize = prizeList.getPrize(collision.xTile, collision.yTile);
if (prize && this.shouldCollectPrize_(prize)) {
this.onPrizeCollected(prize);
prizeList.removePrize(prize);
}
break;
case ObjectType.FLAG:
let flag = flagList.getFlag(collision.xTile, collision.yTile);
if (flag != null) {
this.captureFlag_(flag);
} else {
assert(false, 'Flag at ' + collision.xTile + ', ' + collision.yTile + ' not found.');
}
break;
default:
break;
}
}
}
}