本文整理匯總了TypeScript中math/Vector.fromPolar函數的典型用法代碼示例。如果您正苦於以下問題:TypeScript fromPolar函數的具體用法?TypeScript fromPolar怎麽用?TypeScript fromPolar使用的例子?那麽, 這裏精選的函數代碼示例或許可以為您提供幫助。
在下文中一共展示了fromPolar函數的6個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的TypeScript代碼示例。
示例1: 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2: onFired
public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
assert(weaponData['type'] == this.getType(), 'Cannot fire burst with incorrect weapon type: ' + weaponData['type']);
let shrapnelCount = this.settings_['shrapnelCount'];
let lifetime = this.settings_['lifetime'];
let damage = this.settings_['damage'];
for (let i = 0; i < shrapnelCount; ++i) {
let shrapVel = Vector.fromPolar(this.settings_['speed'], i * 2 * Math.PI / shrapnelCount).add(velocity);
let projectile = this.simulation_.modelObjectFactory.newBurst(this.owner_, position, shrapVel, lifetime, damage);
for (let j = 0; j < timeDiff; ++j) {
projectile.advanceTime();
}
this.owner_.addProjectile(projectile);
}
}
示例3: 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: 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()
};
}
示例6: 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();
}
}
}