-
Notifications
You must be signed in to change notification settings - Fork 1
/
CTarget.cpp
executable file
·317 lines (241 loc) · 9.67 KB
/
CTarget.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
//
// Our target -- the thing the missile is trying to steer towards.
// It has 2 control modes: either keyboard or automatic.
//
// The desired x and y velocities from the keyboard are passed
// into SetUserDesiredVelocityX() and SetUserDesiredVelocityY() every
// timestep. They're either used to set the target's actual velocity, or ignored,
// depending on the target's current control mode.
//
// For automatic movement, the target follows a random path.
//
#include "stdafx.h"
#include "GlView.h"
#include "CWorld.h"
#include "CTarget.h"
//
// Tuning constants
//
const float TargetSize = 100.0f; // Size in world units
const float TargetMaxAngularVelocity = 360.0f; // Max angular velocity in degrees / second
const float TargetSteerToCenterOfWorldFactor = 0.000001f; // Amount to steer towards the center of the world
const float TargetNumSecondsToExplode = 1.0f; // Num seconds it takes our target to explode once it's been hit
const float TargetExplosionSizeFactor = 15.0f; // By how many times does each dimension of the target's size increase as it's exploding
//
// Our constructor: set some default values for our state variables
//
CTarget::CTarget()
{
m_ControlMode = eTARGET_CONTROL_AUTOMATIC;
Reset();
}
void CTarget::Reset()
{
m_CurrentState = eTARGET_STATE_MOVING;
m_Direction.x = 0.0f;
m_Direction.x = -1.0f;
m_Position.x = 0.0f;
m_Position.y = 0.0f;
m_UserDesiredVelocity.x = 0.0f;
m_UserDesiredVelocity.y = 0.0f;
}
//
// Initialises one texture from a .RAW file
//
void CTarget::SetTexture(const char *filename, int index, int width, int height, int bit_depth)
{
m_Texture[index].ReadFile(filename, width, height, bit_depth);
}
//
// Width and height of our target in world units
//
float CTarget::GetSize()
{
return TargetSize;
}
//
// Number of seconds it takes our target to explode
// once it's been hit
//
float CTarget::GetNumSecondsToExplode()
{
return TargetNumSecondsToExplode;
}
//
// Maximum angular speed of our target,
// in degrees per second.
//
float CTarget::GetMaxAngularVelocity()
{
return TargetMaxAngularVelocity;
}
//
// Causes our target to blow up
//
void CTarget::Explode()
{
m_CurrentState = eTARGET_STATE_EXPLODING;
m_ExplosionTimeLeft = GetNumSecondsToExplode();
}
//
// Move our target, based on its control mode, by timestep seconds.
//
void CTarget::Move(float timestep)
{
switch (m_CurrentState)
{
case eTARGET_STATE_MOVING:
{
//
// If we're moving, what we do depends on our current control mode
//
switch (m_ControlMode)
{
case eTARGET_CONTROL_AUTOMATIC:
{
//
// For our automatic movement, randomly perturb our current direction
// by a small amount, and then move forward at our maximum speed
//
float max_angular_velocity = GetMaxAngularVelocity();
float max_speed = GetMaxSpeed();
float direction_change = ((float)rand() / (float)RAND_MAX) * max_angular_velocity * 2.0f;
direction_change -= max_angular_velocity; // Make direction_change be between max_angular_velocity and -max_angular_velocity
direction_change *= timestep;
m_Direction.Rotate(direction_change);
// Steer towards the center of the world because our motion is
// less interesting at its edges. Modulate the steering force
// based on distance to the center squared
CVector2 vector_to_center_of_world = *m_pCurrentWorld->GetCenter() - m_Position;
float distance_to_center_of_world = vector_to_center_of_world.GetLength();
CVector2 center_steering = vector_to_center_of_world;
float center_steering_amount = distance_to_center_of_world * distance_to_center_of_world * TargetSteerToCenterOfWorldFactor;
center_steering.Normalize(center_steering_amount);
m_Direction += (center_steering * timestep);
m_Direction.Normalize();
CVector2 velocity = m_Direction;
velocity.Normalize(max_speed);
m_Position += velocity * timestep;
break;
}
case eTARGET_CONTROL_KEYBOARD:
{
//
// Update our direction based on our desired velocity
//
float user_desired_speed = m_UserDesiredVelocity.GetLength();
float max_speed = GetMaxSpeed();
if (user_desired_speed > 0.0f)
{
m_Direction = m_UserDesiredVelocity;
m_Direction.Normalize();
}
//
// Move us based on our current velocity
//
if (user_desired_speed > max_speed)
{
m_UserDesiredVelocity.Normalize(max_speed);
}
m_Position += m_UserDesiredVelocity * timestep;
break;
}
default:
{
TRACE("Unknown control mode %d for target!\n", m_ControlMode);
break;
}
}
break;
}
case eTARGET_STATE_EXPLODING:
{
m_ExplosionTimeLeft -= timestep;
if (m_ExplosionTimeLeft < 0.0f)
{
m_ExplosionTimeLeft = 0.0f;
m_CurrentState = eTARGET_STATE_FINISHED_EXPLODING;
}
// Fall through to the next case
}
case eTARGET_STATE_FINISHED_EXPLODING:
{
// Nothing to do if we're not moving
break;
}
default:
{
TRACE("Unknown target state: %d\n", m_CurrentState);
break;
}
}
//
// Simple logic to keep us within the world
//
float my_half_size = GetSize() / 2.0f;
float world_half_size = m_pCurrentWorld->GetSize() / 2.0f;
float furthest_negative = -world_half_size + my_half_size;
float furthest_positive = world_half_size - my_half_size;
m_Position.x = Clamp(m_Position.x, furthest_negative, furthest_positive);
m_Position.y = Clamp(m_Position.y, furthest_negative, furthest_positive);
}
//
// Draw our target on the specified view
//
int CTarget::Draw(CGlView *gl_view)
{
eTargetTexture texture_to_use = eTARGET_TEXTURE_NORMAL;
float target_half_size = GetSize() / 2.0f;
float texture_alpha = 1.0f;
switch (m_CurrentState)
{
case eTARGET_STATE_MOVING:
{
// Nothing to do -- just use the default values above
break;
}
case eTARGET_STATE_EXPLODING:
{
texture_to_use = eTARGET_TEXTURE_EXPLOSION;
// Make the explosion scale and fade over time
float explosion_fraction_complete = (GetNumSecondsToExplode() - m_ExplosionTimeLeft) / GetNumSecondsToExplode();
float min_explosion_size = target_half_size;
float max_explosion_size = min_explosion_size * TargetExplosionSizeFactor;
target_half_size = ((max_explosion_size - min_explosion_size) * explosion_fraction_complete) + min_explosion_size;
texture_alpha = 1.0f - explosion_fraction_complete;
break;
}
case eTARGET_STATE_FINISHED_EXPLODING:
{
return TRUE; // Nothing to draw if we're done exploding
break;
}
default:
{
TRACE("Unknown target state: %d\n", m_CurrentState);
break;
}
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
if (m_Texture[texture_to_use].GetData() != NULL)
{
glTexImage2D(GL_TEXTURE_2D, 0, 4, m_Texture[texture_to_use].GetWidth(),
m_Texture[texture_to_use].GetHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE,
m_Texture[texture_to_use].GetData());
}
glLoadIdentity();
glTranslatef(m_Position.x, m_Position.y, 0.0f);
glRotatef(m_Direction.GetAngle(), 0.0f, 0.0f, -1.0f);
glColor4f(1.0f, 1.0f, 1.0f, texture_alpha);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 1.0); glVertex2f(-target_half_size, -target_half_size);
glTexCoord2f(0.0, 0.0); glVertex2f(-target_half_size, target_half_size);
glTexCoord2f(1.0, 0.0); glVertex2f( target_half_size, target_half_size);
glTexCoord2f(1.0, 1.0); glVertex2f( target_half_size, -target_half_size);
glEnd();
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
return TRUE;
}