Nice tank-border collision detection
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4 changed files with 65 additions and 16 deletions
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@ -14,6 +14,7 @@ data-files: tex/*.png
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executable: HTanks
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hs-source-dirs: src
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main-is: HTanks.hs
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other-modules: CPUPlayer, DefaultPlayer, Game, GLDriver, GLX, Level, MainLoop, Paths_htanks, Player, Render, Simulation, Texture, Bindings.GLX, Bindings.GLPng
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ghc-options: -threaded
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other-modules: Collision, CPUPlayer, DefaultPlayer, Game, GLDriver, GLX, Level, MainLoop, Paths_htanks, Player, Render, Simulation, Texture,
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Bindings.GLX, Bindings.GLPng
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ghc-options: -threaded -O2
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extra-libraries: glpng
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@ -16,4 +16,4 @@ data CPUPlayer = CPUPlayer Micro
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deriving (Typeable, Show)
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instance Player CPUPlayer where
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playerUpdate (CPUPlayer angle) _ = (CPUPlayer (if (angle+0.1) > 180 then angle-359.9 else angle+0.1), Just angle, True, Just (-angle), False)
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playerUpdate (CPUPlayer angle) _ = (CPUPlayer (if (angle+0.1) > 180 then angle-359.08 else angle+0.02), Just angle, True, Just (-angle), False)
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41
src/Collision.hs
Normal file
41
src/Collision.hs
Normal file
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@ -0,0 +1,41 @@
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module Collision ( collisionTankBorder
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) where
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import Game
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import Data.Fixed
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import Data.Ratio
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tankWidth :: Micro
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tankWidth = 0.95
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tankLength :: Micro
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tankLength = 0.95
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collisionTankBorder :: Micro -> Micro -> Tank -> Tank
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collisionTankBorder lw lh tank = tank {tankX = newx, tankY = newy}
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where
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dir = (fromRational . toRational . tankDir $ tank)*pi/180
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cosd = fromRational (round ((cos dir)*1000000)%1000000)
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sind = fromRational (round ((sin dir)*1000000)%1000000)
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points = [ (tankLength/2, tankWidth/2)
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, (-tankLength/2, tankWidth/2)
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, (-tankLength/2, -tankWidth/2)
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, (tankLength/2, -tankWidth/2)
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]
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rotp (x, y) = (cosd*x - sind*y, sind*x + cosd*y)
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transp (x, y) = (x + tankX tank, y + tankY tank)
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pointst = map (transp . rotp) points
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minx = minimum $ map fst pointst
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maxx = maximum $ map fst pointst
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miny = minimum $ map snd pointst
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maxy = maximum $ map snd pointst
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dx = if minx < 0 then (-minx) else if maxx > lw then (-maxx+lw) else 0
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dy = if miny < 0 then (-miny) else if maxy > lh then (-maxy+lh) else 0
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newx = (tankX tank) + dx
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newy = (tankY tank) + dy
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@ -1,6 +1,7 @@
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module Simulation ( simulationStep
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) where
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import Collision
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import Game
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import Level
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import MainLoop
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@ -47,8 +48,8 @@ updateAngle angle = do
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modify $ \tank -> tank {tankDir = newangle180}
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updateTank :: Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
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updateTank angle move aangle = do
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updateTank :: GameState -> Maybe Micro -> Bool -> Maybe Micro -> State Tank ()
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updateTank game angle move aangle = do
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when (isJust angle) $
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updateAngle $ fromJust angle
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@ -56,19 +57,24 @@ updateTank angle move aangle = do
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modify $ \tank -> tank {tankAim = fromJust aangle}
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when move $ do
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tdir <- gets tankDir
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tspeed <- gets tankSpeed
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moved <- gets tankMoving
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tank <- get
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let tdir = tankDir tank
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tspeed = tankSpeed tank
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moved = tankMoving tank
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when (isNothing angle || (isJust angle && (tdir == fromJust angle)) || moved) $ do
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let anglej = (fromRational . toRational $ tdir)*pi/180
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x = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
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y = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
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dx = tspeed * fromRational (round ((cos anglej)*1000)%1000000)
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dy = tspeed * fromRational (round ((sin anglej)*1000)%1000000)
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modify $ \tank -> tank {tankX = x + tankX tank, tankY = y + tankY tank, tankMoving = True}
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put tank {tankX = dx + tankX tank, tankY = dy + tankY tank, tankMoving = True}
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when (not move) $ do
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modify $ \tank -> tank {tankMoving = False}
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let lw = fromIntegral . levelWidth . level $ game
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lh = fromIntegral . levelHeight . level $ game
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modify $ collisionTankBorder lw lh
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updateBullet :: GameState -> State Bullet Bool
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@ -96,9 +102,10 @@ updateBullet game = do
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simulationStep :: Main ()
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simulationStep = do
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oldplayers <- gets players
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oldtanks <- lift $ gets tanks
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game <- lift get
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let oldtanks = tanks game
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let (p, t, s) = unzip3 $ map updateTank' $ zip oldplayers oldtanks
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let (p, t, s) = unzip3 $ map (updateTank' game) $ zip oldplayers oldtanks
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ts = zip3 t s [0..]
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shootingtanks = map (\(tank, _, n) -> (tank, n)) $ filter (\(tank, shoot, _) -> shoot && (tankBulletsLeft tank) > 0) $ ts
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newtanks = map (\(tank, shoot, _) -> if (shoot && (tankBulletsLeft tank) > 0) then tank {tankBulletsLeft = (tankBulletsLeft tank) - 1} else tank) $ ts
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@ -117,8 +124,8 @@ simulationStep = do
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thetanks = map (\(tank, n) -> tank {tankBulletsLeft = (tankBulletsLeft tank) + (countLostTankBullets n thebullets)}) $ zip newtanks [0..]
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in state {tanks = thetanks, bullets = map snd . filter fst $ thebullets}
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where
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updateTank' (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
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t = execState (updateTank angle move aangle) tank
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in (p, t, bullet)
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updateTank' game (player, tank) = let (p, angle, move, aangle, bullet) = playerUpdate player tank
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t = execState (updateTank game angle move aangle) tank
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in (p, t, bullet)
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countLostTankBullets n (x:xs) = (if ((not . fst $ x) && (n == (bulletTank . snd $ x))) then 1 else 0) + (countLostTankBullets n xs)
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countLostTankBullets n [] = 0
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