All sorts of fun stuff...

- stats are now based on a 1-100 ranged and mapped to sensibles
- turnspeed and fire rate are available stats
- bugs in movement are squished
This commit is contained in:
Fraser Graham
2013-10-18 23:22:35 -07:00
parent d19b3f71fa
commit c80acb478b
5 changed files with 100 additions and 42 deletions
+40 -34
View File
@@ -94,43 +94,49 @@ func (p *player) nudge(g *game) {
if current_heading.Mag() == 0 {
// We may have been stopped before this and had no heading
current_heading = p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
log.Printf("Heading WAS zero, is now %v", current_heading)
}
// Where do we WANT to be heading?
new_heading := p.Robot.MoveTo.Sub(p.Robot.Position).Normalize()
// Is our direction change too much? Hard coding to 5 degrees/s for now
angle := v.Angle(current_heading, new_heading) * v.Rad2deg
dir := 1.0
if angle < 0 {
dir = -1.0
}
if new_heading.Mag() > 0 {
// Is our direction change too much? Hard coding to 5 degrees/s for now
angle := v.Angle(current_heading, new_heading) * v.Rad2deg
// Max turn radius in this case is 100 degrees per second
if math.Abs(angle) > (100 * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (100 * delta) * v.Deg2rad
dir := 1.0
if angle < 0 {
dir = -1.0
}
new_heading = current_heading.Rotate(rot * dir)
}
// Max turn radius in this case is in degrees per second
if math.Abs(angle) > (float64(p.Robot.Stats.TurnSpeed) * delta) {
// New heading should be a little less, take current heading and
// rotate by the max turn radius per frame.
rot := (float64(p.Robot.Stats.TurnSpeed) * delta) * v.Deg2rad
move_vector := new_heading.Scale(p.Robot.Speed * delta)
collision, _ := p.checkCollisions(g, move_vector)
if collision {
// p.Robot.Position = intersection_point
p.Robot.Speed = 0
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Health -= 5
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
} else {
p.Robot.Position = p.Robot.Position.Add(move_vector)
if new_heading.Mag() > 0 {
p.Robot.Heading = new_heading
new_heading = current_heading.Rotate(rot * dir)
}
move_vector := new_heading.Scale(p.Robot.Speed * delta)
collision, _ := p.checkCollisions(g, move_vector)
if collision {
// p.Robot.Position = intersection_point
p.Robot.Health -= int(p.Robot.Speed / 10.0)
p.Robot.MoveTo = &p.Robot.Position
p.Robot.Speed = 0
p.Robot.Heading = v.Vector2d{X: 0, Y: 0}
} else {
log.Printf("Zero Heading %v", new_heading)
p.Robot.Position = p.Robot.Position.Add(move_vector)
if new_heading.Mag() > 0 {
p.Robot.Heading = new_heading
// log.Printf("%v %v %v", new_heading, current_heading, angle)
} else {
log.Printf("Zero Heading %v", new_heading)
}
}
}
}
func (p *player) scan(players map[*player]bool) {
@@ -152,22 +158,22 @@ func (p *player) scan(players map[*player]bool) {
}
}
func (p *player) fire(projectiles map[*Projectile]bool) *Projectile {
// XXX: is this to prevent us from having multiple projectiles from the
// same bot?
for proj := range projectiles {
if proj.Id == p.Robot.Id {
return nil
}
func (p *player) fire(projectiles map[*Projectile]bool, turn int) *Projectile {
// Throttle the fire rate
time_since_fired := (float64(turn) * (delta * 1000)) - (float64(p.Robot.LastFired) * (delta * 1000))
if time_since_fired < float64(p.Robot.Stats.FireRate) {
return nil
}
p.Robot.LastFired = turn
return &Projectile{
Id: p.Robot.Id,
Position: p.Robot.Position,
MoveTo: *p.Robot.FireAt,
Damage: 10,
Radius: p.Robot.Stats.WeaponRadius,
Speed: float64(p.Robot.Stats.Speed * 2),
Speed: float64(p.Robot.Stats.Speed * 3),
}
}