mirror of
https://github.com/zenorogue/hyperrogue.git
synced 2024-11-18 11:14:49 +00:00
fixed spin_towards
This commit is contained in:
parent
794f8b679e
commit
a6b71facfb
@ -801,9 +801,12 @@ transmatrix solmul_pt(const transmatrix Position, const transmatrix T) {
|
||||
else return Position * T;
|
||||
}
|
||||
|
||||
transmatrix spin_towards(const transmatrix Position, const hyperpoint goal) {
|
||||
if(sol) return solv::spin_towards(Position, goal);
|
||||
return Position * rspintox(inverse(Position) * goal);
|
||||
transmatrix spin_towards(const transmatrix Position, const hyperpoint goal, int dir, int back) {
|
||||
transmatrix T = sol ? solv::spin_towards(Position, goal) : rspintox(inverse(Position) * goal);
|
||||
if(back < 0) T = T * spin(M_PI);
|
||||
if(dir) T = T * cspin(dir, 0, -M_PI/2);
|
||||
T = Position * T;
|
||||
return T;
|
||||
}
|
||||
|
||||
}
|
||||
|
14
shmup.cpp
14
shmup.cpp
@ -2407,6 +2407,10 @@ int speedfactor() {
|
||||
return items[itOrbSpeed]?2:1;
|
||||
}
|
||||
|
||||
int bulletdir() {
|
||||
return (WDIM == 2) ? 0 : 2;
|
||||
}
|
||||
|
||||
transmatrix frontpush(ld x) {
|
||||
if(WDIM == 2) return xpush(x);
|
||||
else return cpush(2, x);
|
||||
@ -2463,7 +2467,7 @@ void moveBullet(monster *m, int delta) {
|
||||
m->vel -= delta / speedfactor() / 600000.0;
|
||||
if(m->vel < 0 && m->parent) {
|
||||
// return to the flailer!
|
||||
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0) * spin(M_PI);
|
||||
nat = spin_towards(m->pat, m->parent->pat * C0, bulletdir(), -1);
|
||||
}
|
||||
}
|
||||
else m->vel = bullet_velocity(m->type);
|
||||
@ -2581,7 +2585,7 @@ void moveBullet(monster *m, int delta) {
|
||||
if((m2->type == moPalace || m2->type == moFatGuard || m2->type == moSkeleton ||
|
||||
m2->type == moVizier || isMetalBeast(m2->type) || m2->type == moTortoise || m2->type == moBrownBug ||
|
||||
m2->type == moReptile || m2->type == moSalamander || m2->type == moTerraWarrior) && m2->hitpoints > 1 && !slayer) {
|
||||
m2->rebasePat(m2->pat * rspintox(inverse(m2->pat) * nat0 * C0));
|
||||
m2->rebasePat(spin_towards(m2->pat, nat0 * C0, 0, 1));
|
||||
if(m2->type != moSkeleton && !isMetalBeast(m2->type) && m2->type != moReptile && m2->type != moSalamander && m2->type != moBrownBug)
|
||||
m2->hitpoints--;
|
||||
m->dead = true;
|
||||
@ -2632,7 +2636,7 @@ void moveBullet(monster *m, int delta) {
|
||||
// Knights reflect bullets
|
||||
if(m2->type == moKnight) {
|
||||
if(m->parent && m->parent != &arrowtrap_fakeparent) {
|
||||
nat = nat * rspintox(inverse(m->pat) * m->parent->pat * C0);
|
||||
nat = spin_towards(nat, tC0(m->parent->pat), bulletdir(), 1);
|
||||
m->rebasePat(nat);
|
||||
}
|
||||
m->parent = m2;
|
||||
@ -2668,7 +2672,7 @@ bool dragonbreath(cell *dragon) {
|
||||
int randplayer = hrand(numplayers());
|
||||
monster* bullet = new monster;
|
||||
bullet->base = dragon;
|
||||
bullet->at = rspintox(inverse(gmatrix[dragon]) * pc[randplayer]->pat * C0);
|
||||
bullet->at = spin_towards(Id, inverse(gmatrix[dragon]) * tC0(pc[randplayer]->pat), bulletdir(), 1);
|
||||
bullet->type = moFireball;
|
||||
bullet->parent = bullet;
|
||||
bullet->pid = randplayer;
|
||||
@ -2902,7 +2906,7 @@ void moveMonster(monster *m, int delta) {
|
||||
if(h[0] < fabsl(h[1])) return;
|
||||
}
|
||||
else if(!peace::on) {
|
||||
nat = spin_towards(m->pat, tC0(goal));
|
||||
nat = spin_towards(m->pat, tC0(goal), 0, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
4
sol.cpp
4
sol.cpp
@ -383,8 +383,6 @@ namespace solv {
|
||||
}
|
||||
|
||||
transmatrix spin_towards(const transmatrix Position, const hyperpoint goal) {
|
||||
// Position * rspintox(inverse(Position) * goal);
|
||||
// Position * rspintox(inverse(back_Position) * back_goal);
|
||||
|
||||
hyperpoint at = tC0(Position);
|
||||
transmatrix push_back = inverse(eupush(at));
|
||||
@ -393,7 +391,7 @@ namespace solv {
|
||||
|
||||
transmatrix back_Position = push_back * Position;
|
||||
|
||||
return Position * rspintox(inverse(back_Position) * back_goal);
|
||||
return rspintox(inverse(back_Position) * back_goal);
|
||||
}
|
||||
|
||||
string solshader =
|
||||
|
Loading…
Reference in New Issue
Block a user