This commit is contained in:
parent
535bf66251
commit
46b712d98d
@ -259,23 +259,26 @@ void CNpcIronDogfishEnemy::processStandardIronDogfishAttack( int _frames )
|
||||
startPos.vy -= 20;
|
||||
projectile->init( startPos, headingToPlayer );*/
|
||||
|
||||
m_laserTimer = GameState::getOneSecondInFrames();
|
||||
m_laserTimer = 60 * GameState::getOneSecondInFrames();
|
||||
|
||||
m_effect = (CFXLaser*) CFX::Create( CFX::FX_TYPE_LASER, this );
|
||||
DVECTOR targetPos = GameScene.getPlayer()->getPos();
|
||||
targetPos.vy -= 45;
|
||||
m_effect->setTarget( targetPos );
|
||||
|
||||
DVECTOR offsetPos;
|
||||
if ( m_heading == 0 )
|
||||
{
|
||||
offsetPos.vx = 30;
|
||||
offsetPos.vx = 60;
|
||||
}
|
||||
else
|
||||
{
|
||||
offsetPos.vx = -30;
|
||||
offsetPos.vx = -60;
|
||||
}
|
||||
offsetPos.vy = -45;
|
||||
m_effect->setOffset( offsetPos );
|
||||
|
||||
DVECTOR targetPos = GameScene.getPlayer()->getPos();
|
||||
targetPos.vy -= 45;
|
||||
m_effect->setTarget( targetPos );
|
||||
|
||||
m_effect->setRGB( 255, 0, 0 );
|
||||
|
||||
m_state++;
|
||||
|
@ -14,6 +14,10 @@
|
||||
|
||||
#include "FX\FXLaser.h"
|
||||
|
||||
#ifndef __PLAYER_PLAYER_H__
|
||||
#include "player\player.h"
|
||||
#endif
|
||||
|
||||
int LaserWidth=1;
|
||||
|
||||
/*****************************************************************************/
|
||||
@ -80,10 +84,125 @@ POLY_F4 *P=GetPrimF4();
|
||||
int W=renderPos1.vx-renderPos0.vx;
|
||||
int H=renderPos1.vy-renderPos0.vy;
|
||||
|
||||
setCollisionCentreOffset( (W>>1) + Offset.vx, (H>>1) + Offset.vy );
|
||||
if (W<0) W=-W;
|
||||
if (H<0) H=-H;
|
||||
setCollisionCentreOffset(W>>1,H>>1);
|
||||
setCollisionSize(W,H);
|
||||
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
/*** checkCollisionAgainst ***************************************************/
|
||||
/*****************************************************************************/
|
||||
int CFXLaser::checkCollisionAgainst(CThing *_thisThing, int _frames)
|
||||
{
|
||||
DVECTOR pos,thisThingPos;
|
||||
int radius;
|
||||
int collided;
|
||||
|
||||
pos=getCollisionCentre();
|
||||
thisThingPos=_thisThing->getCollisionCentre();
|
||||
|
||||
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
|
||||
collided=false;
|
||||
if(abs(pos.vx-thisThingPos.vx)<radius&&
|
||||
abs(pos.vy-thisThingPos.vy)<radius)
|
||||
{
|
||||
CRECT thisRect,thatRect;
|
||||
|
||||
thisRect=getCollisionArea();
|
||||
|
||||
thatRect=_thisThing->getCollisionArea();
|
||||
|
||||
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
|
||||
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
|
||||
{
|
||||
// bounding boxes touch, now check for line vs box collision
|
||||
|
||||
s32 w = thatRect.x2 - thatRect.x1;
|
||||
s32 h = thatRect.y2 - thatRect.y1;
|
||||
|
||||
s32 a = ( thatRect.x1 + thatRect.x2 ) >> 1;
|
||||
s32 b = ( thatRect.y1 + thatRect.y2 ) >> 1;
|
||||
|
||||
s32 x1 = Pos.vx + Offset.vx;
|
||||
s32 y1 = Pos.vy + Offset.vy;
|
||||
|
||||
s32 x2 = Target.vx;
|
||||
s32 y2 = Target.vy;
|
||||
|
||||
s32 t1, t2, t3, t4;
|
||||
|
||||
if ( x1 == x2 )
|
||||
{
|
||||
// vertical line
|
||||
// bounding boxes already colliding
|
||||
|
||||
collided = true;
|
||||
}
|
||||
else if ( y1 == y2 )
|
||||
{
|
||||
// horizontal line
|
||||
// bounding boxes already colliding
|
||||
|
||||
collided = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// see http://www.flipcode.com/tpractice/issue01.shtml
|
||||
|
||||
t1 = ( ( ( w >> 1 ) - x1 + a ) << 8 ) / ( x2 - x1 );
|
||||
t2 = ( ( -( ( w >> 1 ) + x1 - a ) ) << 8 ) / ( x2 - x1 );
|
||||
|
||||
t3 = ( ( ( h >> 1 ) - y1 + b ) << 8 ) / ( y2 - y1 );
|
||||
t4 = ( ( -( ( h >> 1 ) + y1 - b ) ) << 8 ) / ( y2 - y1 );
|
||||
|
||||
if ( t1 > t2 )
|
||||
{
|
||||
s32 temp = t2;
|
||||
t2 = t1;
|
||||
t1 = temp;
|
||||
}
|
||||
|
||||
if ( t3 > t4 )
|
||||
{
|
||||
s32 temp = t4;
|
||||
t4 = t3;
|
||||
t3 = temp;
|
||||
}
|
||||
|
||||
if ( t1 < t4 && t3 < t2 )
|
||||
{
|
||||
collided = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return collided;
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
/*** CollidedWith ************************************************************/
|
||||
/*****************************************************************************/
|
||||
void CFXLaser::collidedWith(CThing *_thisThing)
|
||||
{
|
||||
switch(_thisThing->getThingType())
|
||||
{
|
||||
case TYPE_PLAYER:
|
||||
{
|
||||
CPlayer *player = (CPlayer *) _thisThing;
|
||||
|
||||
if ( !player->isRecoveringFromHit() )
|
||||
{
|
||||
player->takeDamage( DAMAGE__HIT_ENEMY );
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -14,6 +14,8 @@ public:
|
||||
void init(DVECTOR const &Pos);
|
||||
void think(int _frames);
|
||||
void render();
|
||||
virtual int canCollide() {return true;}
|
||||
virtual int checkCollisionAgainst(CThing *_thisThing, int _frames);
|
||||
|
||||
void setOffset(DVECTOR &Pos);
|
||||
void setTarget(DVECTOR &Pos);
|
||||
@ -21,6 +23,7 @@ public:
|
||||
void setRGB(u8 r,u8 g,u8 b) {R=r; G=g; B=g;}
|
||||
|
||||
protected:
|
||||
virtual void collidedWith(CThing *_thisThing);
|
||||
DVECTOR Offset,Target;
|
||||
u8 R,G,B;
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user