split splosions and projectiles into separate files

This commit is contained in:
Fraser Graham
2013-10-20 20:54:19 -07:00
parent 541e213c66
commit 776a7eee98
5 changed files with 100 additions and 79 deletions
+5 -54
View File
@@ -163,9 +163,10 @@ func (g *game) run() {
}
sort.Sort(RobotSorter{Robots: payload.Robots})
payload.Projectiles = append(payload.Projectiles,
g.nudgeProjectiles()...,
)
g.nudgeProjectiles()
for p := range g.projectiles {
payload.Projectiles = append(payload.Projectiles, *p)
}
for s := range g.splosions {
s.Tick()
@@ -234,57 +235,7 @@ func (g *game) run() {
func (g *game) nudgeProjectiles() (rprojectiles []Projectile) {
rprojectiles = make([]Projectile, 0)
for p := range g.projectiles {
newPos := move(p.Position, p.MoveTo, float32(p.Speed), delta)
hit_player := false
for player := range g.players {
if player.Robot.Id == p.Id {
continue
}
dist := v.Distance(player.Robot.Position, p.Position)
if dist < 5.0 {
hit_player = true
}
}
// Are we going to intersect the destination zone in this tick?
r_dest := v.Rect2d{
A: v.Point2d{X: p.MoveTo.X - 3, Y: p.MoveTo.Y - 3},
B: v.Point2d{X: p.MoveTo.X + 3, Y: p.MoveTo.Y + 3}}
travel := newPos.Sub(p.Position)
arrived, _, _ := v.RectIntersection(r_dest, p.Position, travel)
if arrived || hit_player {
delete(g.projectiles, p)
// Spawn a splosion
splo := &Splosion{
Id: p.Id,
Position: p.Position,
Radius: p.Radius,
MaxDamage: 10,
MinDamage: 5,
Lifespan: 8,
}
g.splosions[splo] = true
for player := range g.players {
dist := v.Distance(player.Robot.Position, p.Position)
if dist < float32(p.Radius) {
// TODO map damage Max to Min based on distance from explosion
if player.Robot.Health > 0 {
player.Robot.Health -= p.Damage
if player.Robot.Health <= 0 {
}
}
}
}
} else {
p.Position.X = newPos.X
p.Position.Y = newPos.Y
rprojectiles = append(rprojectiles, *p)
}
p.Tick(g)
}
return
}