[Fix] Change calculation of absolute value to support floating point variables.
This commit is contained in:
parent
2e50097502
commit
61f1f2b2a4
@ -3,8 +3,8 @@
|
||||
#include "../System/Vec2.h"
|
||||
|
||||
NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
|
||||
_walkInPath = false;
|
||||
_moving = false;
|
||||
_walkInPath = false;
|
||||
_moving = false;
|
||||
}
|
||||
|
||||
NPC::~NPC(void) {
|
||||
@ -12,8 +12,8 @@ NPC::~NPC(void) {
|
||||
}
|
||||
|
||||
void NPC::ForceMove(void) {
|
||||
tileX = x / AStarTile::FAKE_SIZE;
|
||||
tileY = y / AStarTile::FAKE_SIZE;
|
||||
tileX = x / AStarTile::FAKE_SIZE;
|
||||
tileY = y / AStarTile::FAKE_SIZE;
|
||||
}
|
||||
|
||||
void NPC::Update(void) {
|
||||
@ -31,83 +31,83 @@ void NPC::Update(void) {
|
||||
}
|
||||
|
||||
void NPC::Move(void) {
|
||||
Vec2 realPos(x, y);
|
||||
Vec2 tilePos(tileX, tileY);
|
||||
Vec2 realPos(x, y);
|
||||
Vec2 tilePos(tileX, tileY);
|
||||
|
||||
if(realPos != tilePos) {
|
||||
float targetX = (float)(tileX * AStarTile::FAKE_SIZE);
|
||||
float targetY = (float)(tileY * AStarTile::FAKE_SIZE);
|
||||
if(realPos != tilePos) {
|
||||
float targetX = (float)(tileX * AStarTile::FAKE_SIZE);
|
||||
float targetY = (float)(tileY * AStarTile::FAKE_SIZE);
|
||||
|
||||
float dx = targetX - realPos.x;
|
||||
float dy = targetY - realPos.y;
|
||||
float dx = targetX - realPos.x;
|
||||
float dy = targetY - realPos.y;
|
||||
|
||||
float distance = sqrtf(dx*dx + dy*dy);
|
||||
float distance = sqrtf(dx*dx + dy*dy);
|
||||
|
||||
if(fabs(distance) > CHARACTER_SPEED) {
|
||||
dx /= distance;
|
||||
dy /= distance;
|
||||
dx *= CHARACTER_SPEED;
|
||||
dy *= CHARACTER_SPEED;
|
||||
|
||||
xVel = dx;
|
||||
yVel = dy;
|
||||
if(fabs(distance) > CHARACTER_SPEED) {
|
||||
dx /= distance;
|
||||
dy /= distance;
|
||||
dx *= CHARACTER_SPEED;
|
||||
dy *= CHARACTER_SPEED;
|
||||
|
||||
map->MoveIfPossible(this, xVel, yVel, false);
|
||||
xVel = dx;
|
||||
yVel = dy;
|
||||
|
||||
Character::HealthBarScroll();
|
||||
map->MoveIfPossible(this, xVel, yVel, false);
|
||||
|
||||
_moving = true;
|
||||
} else {
|
||||
xVel = 0.0f;
|
||||
yVel = 0.0f;
|
||||
_moving = false;
|
||||
}
|
||||
} else {
|
||||
xVel = 0.0f;
|
||||
yVel = 0.0f;
|
||||
_moving = false;
|
||||
}
|
||||
Character::HealthBarScroll();
|
||||
|
||||
if(_walkInPath && !_moving) {
|
||||
Vec2 targetPos((float)_target->GetX(), (float)_target->GetY());
|
||||
if(abs(Vec2::Distance(targetPos, realPos)) <= CHARACTER_SPEED) {
|
||||
_target = _astar.GetSolutionNext();
|
||||
if(_target == NULL || _target == _lastTarget) {
|
||||
_walkInPath = false;
|
||||
} else {
|
||||
tileX = _target->GetX() / AStarTile::FAKE_SIZE;
|
||||
tileY = _target->GetY() / AStarTile::FAKE_SIZE;
|
||||
}
|
||||
}
|
||||
}
|
||||
_moving = true;
|
||||
} else {
|
||||
xVel = 0.0f;
|
||||
yVel = 0.0f;
|
||||
_moving = false;
|
||||
}
|
||||
} else {
|
||||
xVel = 0.0f;
|
||||
yVel = 0.0f;
|
||||
_moving = false;
|
||||
}
|
||||
|
||||
if(_walkInPath && !_moving) {
|
||||
Vec2 targetPos((float)_target->GetX(), (float)_target->GetY());
|
||||
if(fabs(Vec2::Distance(targetPos, realPos)) <= CHARACTER_SPEED) {
|
||||
_target = _astar.GetSolutionNext();
|
||||
if(_target == NULL || _target == _lastTarget) {
|
||||
_walkInPath = false;
|
||||
} else {
|
||||
tileX = _target->GetX() / AStarTile::FAKE_SIZE;
|
||||
tileY = _target->GetY() / AStarTile::FAKE_SIZE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void NPC::OnPlayerMove(Player* player) {
|
||||
AStarTile& start = map->GetAStarTile(x / AStarTile::FAKE_SIZE, y / AStarTile::FAKE_SIZE);
|
||||
AStarTile& goal = map->GetAStarTile(player->GetX() / AStarTile::FAKE_SIZE, player->GetY() / AStarTile::FAKE_SIZE);
|
||||
AStarTile& start = map->GetAStarTile(x / AStarTile::FAKE_SIZE, y / AStarTile::FAKE_SIZE);
|
||||
AStarTile& goal = map->GetAStarTile(player->GetX() / AStarTile::FAKE_SIZE, player->GetY() / AStarTile::FAKE_SIZE);
|
||||
|
||||
_astar.SetStartAndGoalStates(start, goal);
|
||||
_astar.SetStartAndGoalStates(start, goal);
|
||||
|
||||
_walkInPath = false;
|
||||
_walkInPath = false;
|
||||
|
||||
// Dirty loop to calculate the path
|
||||
while(true) {
|
||||
unsigned int state = _astar.SearchStep();
|
||||
if(state == AStarSearch<AStarTile>::SEARCH_STATE_SUCCEEDED) {
|
||||
_walkInPath = true;
|
||||
break;
|
||||
} else if(state != AStarSearch<AStarTile>::SEARCH_STATE_SEARCHING) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
// Dirty loop to calculate the path
|
||||
while(true) {
|
||||
unsigned int state = _astar.SearchStep();
|
||||
if(state == AStarSearch<AStarTile>::SEARCH_STATE_SUCCEEDED) {
|
||||
_walkInPath = true;
|
||||
break;
|
||||
} else if(state != AStarSearch<AStarTile>::SEARCH_STATE_SEARCHING) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
_lastTarget = _astar.GetSolutionEnd();
|
||||
_target = _astar.GetSolutionStart();
|
||||
_target = _astar.GetSolutionNext();
|
||||
if(!_target) {
|
||||
_walkInPath = false;
|
||||
} else {
|
||||
tileX = _target->GetX() / AStarTile::FAKE_SIZE;
|
||||
tileY = _target->GetY() / AStarTile::FAKE_SIZE;
|
||||
}
|
||||
_lastTarget = _astar.GetSolutionEnd();
|
||||
_target = _astar.GetSolutionStart();
|
||||
_target = _astar.GetSolutionNext();
|
||||
if(!_target) {
|
||||
_walkInPath = false;
|
||||
} else {
|
||||
tileX = _target->GetX() / AStarTile::FAKE_SIZE;
|
||||
tileY = _target->GetY() / AStarTile::FAKE_SIZE;
|
||||
}
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user