Make obstacles know how to minify themselves

including a fix for using pointers instead of values.
This commit is contained in:
sm
2014-05-11 21:48:47 -07:00
parent 8f7ef5aa1a
commit 961cf5d7da
3 changed files with 30 additions and 30 deletions
+4 -14
View File
@@ -135,7 +135,6 @@ func NewGame(id string, width, height float64, obstacles, tick, maxPoints int, m
// tick is the method called every TICK ms.
func (g *Game) tick(payload *Boardstate) {
g.players_remaining = 0
payload.Objects = MinifyObstacles(g.obstacles)
// Update Players
for p := range g.players {
@@ -205,12 +204,9 @@ func (g *Game) sendUpdate(payload *Boardstate) {
for _, r := range p.Robots {
player_payload.MyRobots = append(player_payload.MyRobots, *r)
// player_payload.OtherRobots = append(
// player_payload.OtherRobots,
// r.GetTruncatedDetails())
}
player_payload.Objects = [][4]int{}
player_payload.Obstacles = []Obstacle{}
player_payload.Splosions = []Splosion{}
player_payload.Projectiles = []Projectile{}
living_robots := 0
@@ -264,23 +260,17 @@ func (g *Game) sendUpdate(payload *Boardstate) {
// Filter objects
for _, ob := range g.obstacles {
if ob.distance_from_point(r.Position) < float64(r.Stats.ScannerRadius)+r.ScanCounter {
player_payload.Objects = append(
player_payload.Objects, ob.minify())
player_payload.Obstacles = append(
player_payload.Obstacles, ob)
}
}
}
}
// if living_robots == 0 {
// player_payload.OtherRobots = payload.OtherRobots
// player_payload.Projectiles = payload.Projectiles
// player_payload.Splosions = payload.Splosions
// player_payload.Objects = payload.Objects
// }
p.send <- player_payload
}
for s := range g.spectators {
payload.Obstacles = g.obstacles
s.send <- payload
}