3D spaceshooter with online scoreboard, online demos, ship building. Now entirely defunct, but might be resurrected
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sector/src/net/sector/entities/shots/EntityMissileDirect.java

109 lines
2.9 KiB

package net.sector.entities.shots;
import static org.lwjgl.opengl.GL11.*;
import java.util.Set;
import net.sector.Constants;
import net.sector.collision.ColliderSphere;
import net.sector.effects.Effects;
import net.sector.entities.Entity;
import net.sector.models.Models;
import net.sector.models.PhysModel;
import net.sector.sounds.Sounds;
import net.sector.textures.TextureManager;
import net.sector.util.DeltaDoubleDeg;
import com.porcupine.coord.Coord;
import com.porcupine.coord.Vec;
import com.porcupine.math.Calc;
public class EntityMissileDirect extends EntityShotBase {
private static final double SPEED = 0.4;
private double scale = 0.25;
protected DeltaDoubleDeg rot = new DeltaDoubleDeg(0);
protected double rotSpeed = 2;
protected static PhysModel model = Models.rocketThin;
protected double scaleRender = model.renderScale;
private int level;
public EntityMissileDirect(Coord pos, Vec speed, Entity origin, int techLevel) {
super(pos, speed, origin, SPEED);
this.collidePriority = 1001;
this.mass = 0.3;
this.lifetime = Constants.FPS_UPDATE * 7;
this.collider = new ColliderSphere(pos, scale);
this.health = 0.4 * techLevel * techLevel;
this.shotDamage = 4 * Math.pow(techLevel, 1.5);
this.level = techLevel;
}
@Override
public void onUpdate() {
motion.norm_ip(shotSpeed);
rot.pushLast();
rot.add(rotSpeed);
//collider.pos.add_ip(motion);
addEffect();
}
private static long lastSoundTime = 0;
@Override
public void onAddedToScene() {
if (System.currentTimeMillis() - lastSoundTime > 50) {
Sounds.rocket.playEffect(1f, 0.4f, false, getPos().setY(Constants.LISTENER_POS.y - 2));
lastSoundTime = System.currentTimeMillis();
}
}
public void addEffect() {
Coord firePos = getPos().add(getMotion().neg().norm(collider.radius));
motion.norm_ip(shotSpeed);
Effects.addEngineFire(scene.particles, firePos, getMotion(), 2);
}
@Override
public void render(double delta) {
glLoadIdentity();
Coord p = getPos().getDelta(delta);
glTranslated(p.x, p.y, -p.z);
glRotated(rotAngle.delta(delta), rotDir.x, rotDir.y, rotDir.z);
glRotated(rot.delta(delta), 0, 0, 1);
glScaled(scaleRender, scaleRender, scaleRender);
model.render();
TextureManager.unbind();
}
@Override
public void onHitTarget(Entity target) {
Effects.addExplosion(scene.particles, collider.pos, target.getMotion(), 10 * level, true, target.hasGlobalMovement());
Set<Entity> ents = scene.getEntitiesInRange(getPos(), 3);
if (!ents.isEmpty()) {
for (Entity e : ents) {
if (e == this) continue;
if (e != target) {
e.addDamage(this, shotDamage);
e.getMotion().add_ip(motion.scale(Calc.clampd(mass, 0, 1)));
if (e.isDead() && scoreCounter != null) scoreCounter.addScore(e.scoreValue);
}
e.addFire(origin, level * Constants.FPS_UPDATE * 0.5);
}
}
}
}