Adding collisions and acceleration. Fixing splosions and projectiles.
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parent
472e2011b9
commit
92a2040d70
10
game.go
10
game.go
@ -92,7 +92,7 @@ func (g *game) run() {
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robots_remaining++
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// TODO: measure if this would be better to go and wait ...
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p.scan(g.players)
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p.nudge()
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p.nudge(g)
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if p.Robot.FireAt != nil {
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proj := p.fire(g.projectiles)
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if proj != nil {
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@ -109,7 +109,10 @@ func (g *game) run() {
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)
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for s := range g.splosions {
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// XXX: s.tick()
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s.Tick()
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if !s.Alive() {
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delete(g.splosions, s)
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}
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payload.Splosions = append(payload.Splosions, *s)
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}
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@ -148,6 +151,7 @@ func (g *game) run() {
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}
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func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
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rprojectiles = make([]bot.Projectile, 0)
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for p := range g.projectiles {
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newPos := v.Move(p.Position, p.MoveTo, float64(p.Speed), delta)
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@ -191,6 +195,8 @@ func (g *game) nudgeProjectiles() (rprojectiles []bot.Projectile) {
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}
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p.Position.X = newPos.X
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p.Position.Y = newPos.Y
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rprojectiles = append(rprojectiles, *p)
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}
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return
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}
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77
player.go
77
player.go
@ -5,6 +5,7 @@ import (
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v "bitbucket.org/hackerbots/vector"
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"code.google.com/p/go.net/websocket"
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"log"
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"math"
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"math/rand"
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)
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@ -45,20 +46,86 @@ func (p *player) recv() {
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if msg.FireAt != nil {
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p.Robot.FireAt = msg.FireAt
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}
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p.Robot.TargetSpeed = p.Robot.Stats.Speed
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if msg.Stats.Speed > 0 {
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p.Robot.Stats = msg.Stats
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log.Printf("%v\n", msg.Stats)
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p.Robot.Health = p.Robot.Stats.Hp
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p.Robot.Speed = 0
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p.Robot.TargetSpeed = p.Robot.Stats.Speed
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}
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}
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log.Printf("player %s: recv close", p.Robot.Id)
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p.ws.Close()
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}
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func (p *player) nudge() {
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// XXX: we must take into account going past our p.Robot.MoveTo ...
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newPos := v.Move(p.Robot.Position, *p.Robot.MoveTo, p.Robot.Stats.Speed, delta)
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p.Robot.Position.X = newPos.X
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p.Robot.Position.Y = newPos.Y
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func (p *player) check_collisions(g *game, move_vector v.Vector2d) (bool, v.Point2d) {
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collision := false
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intersection_point := v.Point2d{X: 0, Y: 0}
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// Check Walls
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r_walls := v.Rect2d{A: v.Point2d{X: 0, Y: 0}, B: v.Point2d{X: g.width, Y: g.height}}
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collision, _, pos := v.RectIntersection(r_walls, p.Robot.Position, move_vector)
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if collision {
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return collision, pos
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}
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// Check Other Bots
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// Check Terrain
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// TBD
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return collision, intersection_point
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}
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func (p *player) nudge(g *game) {
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// Adjust Speed
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if p.Robot.Speed < p.Robot.TargetSpeed {
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p.Robot.Speed += (p.Robot.Stats.Acceleration * delta)
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} else if (p.Robot.Speed - p.Robot.TargetSpeed) > v.Epsilon {
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p.Robot.Speed -= (p.Robot.Stats.Acceleration * delta)
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} else {
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p.Robot.Speed = p.Robot.TargetSpeed
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}
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// Adjust Heading
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current_heading := p.Robot.Heading
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if current_heading.Mag() == 0 {
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// We may have been stopped before this and had no heading
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current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
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}
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new_heading := p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
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// Is our direction change too much? Hard coding to 5 degrees/s for now
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angle := v.Angle(current_heading, new_heading) * v.Rad2deg
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dir := 1.0
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if angle < 0 {
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dir = -1.0
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}
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if math.Abs(angle) > (100 * delta) {
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// New heading should be a little less, take current heading and
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// rotate by the max turn radius per frame.
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rot := (100 * delta) * v.Deg2rad
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new_heading = current_heading.Rotate(rot * dir)
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}
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move_vector := new_heading.Scale(p.Robot.Speed * delta)
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collision, _ := p.check_collisions(g, move_vector)
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if collision {
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// p.Robot.Position = intersection_point
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p.Robot.Speed = 0
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p.Robot.MoveTo = &p.Robot.Position
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p.Robot.Health -= 5
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p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
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} else {
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p.Robot.Position = p.Robot.Position.Add(move_vector)
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p.Robot.Heading = new_heading
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}
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}
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func (p *player) scan(players map[*player]bool) {
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