Java tutorial
/* * Copyright 2015 MovingBlocks * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package org.destinationsol.game.projectile; import com.badlogic.gdx.math.Vector2; import com.badlogic.gdx.physics.box2d.Fixture; import com.badlogic.gdx.physics.box2d.RayCastCallback; import org.destinationsol.Const; import org.destinationsol.common.SolMath; import org.destinationsol.game.SolGame; import org.destinationsol.game.SolObject; import org.destinationsol.game.ship.SolShip; public class PointProjectileBody implements ProjectileBody { private final Vector2 myPos; private final Vector2 mySpd; private final MyRayBack myRayBack; private final float myAcc; public PointProjectileBody(float angle, Vector2 muzzlePos, Vector2 gunSpd, float spdLen, Projectile projectile, SolGame game, float acc) { myPos = new Vector2(muzzlePos); mySpd = new Vector2(); SolMath.fromAl(mySpd, angle, spdLen); mySpd.add(gunSpd); myRayBack = new MyRayBack(projectile, game); myAcc = acc; } @Override public void update(SolGame game) { if (myAcc > 0 && SolMath.canAccelerate(myAcc, mySpd)) { float spdLen = mySpd.len(); if (spdLen < Const.MAX_MOVE_SPD) { mySpd.scl((spdLen + myAcc) / spdLen); } } Vector2 prevPos = SolMath.getVec(myPos); Vector2 diff = SolMath.getVec(mySpd); diff.scl(game.getTimeStep()); myPos.add(diff); SolMath.free(diff); game.getObjMan().getWorld().rayCast(myRayBack, prevPos, myPos); SolMath.free(prevPos); } @Override public Vector2 getPos() { return myPos; } @Override public void receiveForce(Vector2 force, SolGame game, boolean acc) { force.scl(game.getTimeStep()); if (!acc) force.scl(10f); mySpd.add(force); } @Override public Vector2 getSpd() { return mySpd; } @Override public void onRemove(SolGame game) { } @Override public float getAngle() { return SolMath.angle(mySpd); } @Override public void changeAngle(float diff) { SolMath.rotate(mySpd, diff); } @Override public float getDesiredAngle(SolShip ne) { return SolMath.angle(myPos, ne.getPosition()); } private class MyRayBack implements RayCastCallback { private final Projectile myProjectile; private final SolGame myGame; private MyRayBack(Projectile projectile, SolGame game) { myProjectile = projectile; myGame = game; } @Override public float reportRayFixture(Fixture fixture, Vector2 point, Vector2 normal, float fraction) { SolObject o = (SolObject) fixture.getBody().getUserData(); boolean oIsMassless = o instanceof Projectile && ((Projectile) o).isMassless(); if (!oIsMassless && myProjectile.shouldCollide(o, fixture, myGame.getFactionMan())) { myPos.set(point); myProjectile.setObstacle(o, myGame); return 0; } return -1; } } }