本文整理汇总了TypeScript中model/player/Player.getPosition函数的典型用法代码示例。如果您正苦于以下问题:TypeScript getPosition函数的具体用法?TypeScript getPosition怎么用?TypeScript getPosition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getPosition函数的7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: death_
/**
* Called when the player this sprite represents gets killed.
*/
private death_(killee : Player, killer : Player) {
let position = killee.getPosition();
let velocity = killee.getVelocity();
let resourceManager = this.game_.getResourceManager();
let ensemble = resourceManager.getSpriteSheet('explode1');
new Effect(this.game_, ensemble.getAnimation(0), position, velocity);
ensemble = resourceManager.getSpriteSheet('ship' + killee.ship + '_junk');
for (let i = 0; i < ensemble.getNumAnimations(); ++i) {
let animation = ensemble.getAnimation(i);
let deltaVelocity = Vector.fromPolar(Math.random() * 2, Math.random() * 2 * Math.PI);
new Effect(this.game_, animation, position, velocity.add(deltaVelocity));
}
if (this.game_.getViewport().contains(position)) {
resourceManager.playSound('explodeShip');
}
}
示例2: checkPlayerCollision_
protected checkPlayerCollision_(player : Player) : boolean {
if (!player.isAlive || this.owner_.isFriend(player)) {
return false;
}
let distance = this.position_.subtract(player.getPosition()).magnitude();
if (player.getDimensions().boundingRect.contains(this.position_)) {
this.explode_(player);
return true;
} else if (!this.proxActivator_) {
if (distance <= this.proxRadius_) {
this.proxActivator_ = player;
this.lastDistanceToProxActivator_ = distance;
}
} else if (player == this.proxActivator_) {
if (distance > this.lastDistanceToProxActivator_) {
this.explode_(null);
return true;
}
this.lastDistanceToProxActivator_ = distance;
}
return false;
}
示例3: render
public render(viewport : Viewport) {
if (!this.player_.isValid()) {
this.game_.getPainter().unregisterDrawable(this.layer_, this);
return;
}
if (!this.player_.isAlive) {
return;
}
PlayerSprite.renderPlayer(this.game_, viewport, this.player_, this.player_.direction, this.player_.getPosition());
}
示例4: respawn_
/** Called when the player this sprite represents respawns. */
private respawn_(player : Player) {
let resourceManager = this.game_.getResourceManager();
let animation = resourceManager.getSpriteSheet('warp').getAnimation(0);
new Effect(this.game_, animation, player.getPosition(), Vector.ZERO);
}
示例5: onFired
public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
assert(weaponData['type'] == this.getType(), 'Cannot fire decoy with incorrect weapon type: ' + weaponData['type']);
let lifetime = this.settings_['lifetime'];
let projectile = this.simulation_.modelObjectFactory.newDecoy(this.owner_, this.owner_.getPosition(), this.owner_.getVelocity(), lifetime);
this.owner_.addProjectile(projectile);
for (let i = 0; i < timeDiff; ++i) {
projectile.advanceTime();
}
}
示例6: fire
public fire(position : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
if (this.count_ <= 0 || !commitFireFn(0 /* fireEnergy */, this.settings_['fireDelay'])) {
return null;
}
--this.count_;
let lifetime = this.settings_['lifetime'];
let projectile = this.simulation_.modelObjectFactory.newDecoy(this.owner_, this.owner_.getPosition(), this.owner_.getVelocity(), lifetime);
this.owner_.addProjectile(projectile);
return {
'type': this.getType()
};
}
示例7: fire
public fire(position : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
if (this.count_ <= 0 || !commitFireFn(0 /* fireEnergy */, this.settings_['fireDelay'])) {
return null;
}
--this.count_;
let shrapnelCount = this.settings_['shrapnelCount'];
let lifetime = this.settings_['lifetime'];
let damage = this.settings_['damage'];
for (let i = 0; i < shrapnelCount; ++i) {
let velocity = Vector.fromPolar(this.settings_['speed'], i * 2 * Math.PI / shrapnelCount).add(this.owner_.getVelocity());
let projectile = this.simulation_.modelObjectFactory.newBurst(this.owner_, this.owner_.getPosition(), velocity, lifetime, damage);
this.owner_.addProjectile(projectile);
}
return {
'type': this.getType()
};
}