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TypeScript Player.addProjectile函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了TypeScript中model/player/Player.addProjectile函数的典型用法代码示例。如果您正苦于以下问题:TypeScript addProjectile函数的具体用法?TypeScript addProjectile怎么用?TypeScript addProjectile使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了addProjectile函数的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的TypeScript代码示例。

示例1: fire

  public fire(angle : number, position : Vector, velocity : Vector, isMine : boolean, commitFireFn : (fireEnergy : number, fireDelay : number, recoilAcceleration : number) => boolean) : any {
    let level = this.level_.getValue();
    if (level < 0) {
      return null;
    }

    let fireEnergy = this.getFireEnergy_();
    let fireDelay = this.getFireDelay_();
    let recoilAcceleration = isMine ? 0 : this.getRecoilAcceleration_();

    if (!commitFireFn(fireEnergy, fireDelay, recoilAcceleration)) {
      return null;
    }

    let lifetime = this.getLifetime_();
    let damage = this.getDamage_();
    let bounceCount = this.getBounceCount_();
    let blastRadius = this.getBlastRadius_();
    let proxRadius = this.getProxRadius_();
    let newVelocity = isMine ? Vector.ZERO : velocity.add(Vector.fromPolar(this.getBombSpeed_(), angle));
    let projectile = this.simulation_.modelObjectFactory.newBomb(this.owner_, level, position, newVelocity, lifetime, damage, bounceCount, blastRadius, proxRadius);

    this.owner_.addProjectile(projectile);

    return {
      'type': this.getType(),
      'level': level,
      'vel': newVelocity.toArray(),
      'bounceCount': bounceCount
    };
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:31,代码来源:BombBay.ts


示例2: onFired

  public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
    assert(weaponData['type'] == this.getType(), 'Cannot fire decoy with incorrect weapon type: ' + weaponData['type']);

    let lifetime = this.settings_['lifetime'];

    let projectile = this.simulation_.modelObjectFactory.newDecoy(this.owner_, this.owner_.getPosition(), this.owner_.getVelocity(), lifetime);
    this.owner_.addProjectile(projectile);

    for (let i = 0; i < timeDiff; ++i) {
      projectile.advanceTime();
    }
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:12,代码来源:DecoyWeapon.ts


示例3: fire

  public fire(position : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
    if (this.count_ <= 0 || !commitFireFn(0 /* fireEnergy */, this.settings_['fireDelay'])) {
      return null;
    }

    --this.count_;
    let lifetime = this.settings_['lifetime'];
    let projectile = this.simulation_.modelObjectFactory.newDecoy(this.owner_, this.owner_.getPosition(), this.owner_.getVelocity(), lifetime);
    this.owner_.addProjectile(projectile);

    return {
      'type': this.getType()
    };
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:14,代码来源:DecoyWeapon.ts


示例4: onFired

  public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
    assert(weaponData['type'] == this.getType(), 'Cannot fire repel with incorrect weapon type: ' + weaponData['type']);

    let lifetime = this.settings_['lifetime'];
    let distance = this.settings_['distance'];
    let speed = this.settings_['speed'];

    let projectile = this.simulation_.modelObjectFactory.newRepel(this.owner_, position, lifetime, distance, speed);
    this.owner_.addProjectile(projectile);

    for (let i = 0; i < timeDiff; ++i) {
      projectile.advanceTime();
    }
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:14,代码来源:RepelWeapon.ts


示例5: fire

  public fire(angle : number, position : Vector, velocity : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
    let fireEnergy = this.getFireEnergy_();
    let fireDelay = this.getFireDelay_();
    let level = this.level_.getValue();

    if (level < 0 || !commitFireFn(fireEnergy, fireDelay)) {
      return null;
    }

    let factory = this.simulation_.modelObjectFactory;
    let lifetime = this.getLifetime_();
    let damage = this.getDamage_();
    let bounceCount = this.getBounceCount_();
    let bulletSpeed = this.getBulletSpeed_();
    let multifireAngle = (this.multifireState_ == ToggleState.ENABLED) ? this.gunSettings_['multifire']['angle'] : 0;

    let bullets = new Array<Bullet>();
    if (this.gunSettings_['doubleBarrel']) {
      let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
      let leftPosition = position.add(Vector.fromPolar(10, angle - Math.PI / 2));
      let rightPosition = position.add(Vector.fromPolar(10, angle + Math.PI / 2));

      bullets.push(factory.newBullet(this.owner_, level, leftPosition, bulletVelocity, lifetime, damage, bounceCount));
      bullets.push(factory.newBullet(this.owner_, level, rightPosition, bulletVelocity, lifetime, damage, bounceCount));
    } else {
      let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
      bullets.push(factory.newBullet(this.owner_, level, position, bulletVelocity, lifetime, damage, bounceCount));
    }

    if (this.multifireState_ == ToggleState.ENABLED) {
      let leftVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle - multifireAngle));
      let rightVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle + multifireAngle));
      bullets.push(factory.newBullet(this.owner_, level, position, leftVelocity, lifetime, damage, bounceCount));
      bullets.push(factory.newBullet(this.owner_, level, position, rightVelocity, lifetime, damage, bounceCount));
    }

    for (let i = 0; i < bullets.length; ++i) {
      this.owner_.addProjectile(bullets[i]);
    }

    new BulletGroup(bullets);

    return {
      'type': this.getType(),
      'angle': angle,
      'level': level,
      'bounceCount': bounceCount,
      'multifire': this.multifireState_ == ToggleState.ENABLED
    }
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:50,代码来源:Gun.ts


示例6: onFired

  public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
    assert(weaponData['type'] == this.getType(), 'Cannot fire gun with incorrect weapon type: ' + weaponData['type']);

    let factory = this.simulation_.modelObjectFactory;
    let level = weaponData['level'];
    let angle = weaponData['angle'];
    let bounceCount = weaponData['bounceCount'];
    let isMultifire = weaponData['multifire'];

    // Make sure the level is correct so the following getters use the right value for their calculations.
    this.level_.setValue(level);

    let lifetime = this.getLifetime_();
    let damage = this.getDamage_();
    let bulletSpeed = this.getBulletSpeed_();
    let multifireAngle = isMultifire ? this.gunSettings_['multifire']['angle'] : 0;

    let bullets = new Array<Bullet>();
    if (this.gunSettings_['doubleBarrel']) {
      let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
      let leftPosition = position.add(Vector.fromPolar(10, angle - Math.PI / 2));
      let rightPosition = position.add(Vector.fromPolar(10, angle + Math.PI / 2));

      bullets.push(factory.newBullet(this.owner_, level, leftPosition, bulletVelocity, lifetime, damage, bounceCount));
      bullets.push(factory.newBullet(this.owner_, level, rightPosition, bulletVelocity, lifetime, damage, bounceCount));
    } else {
      let bulletVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle));
      bullets.push(factory.newBullet(this.owner_, level, position, bulletVelocity, lifetime, damage, bounceCount));
    }

    if (isMultifire) {
      let leftVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle - multifireAngle));
      let rightVelocity = velocity.add(Vector.fromPolar(bulletSpeed, angle + multifireAngle));
      bullets.push(factory.newBullet(this.owner_, level, position, leftVelocity, lifetime, damage, bounceCount));
      bullets.push(factory.newBullet(this.owner_, level, position, rightVelocity, lifetime, damage, bounceCount));
    }

    for (let i = 0; i < bullets.length; ++i) {
      this.owner_.addProjectile(bullets[i]);
    }

    new BulletGroup(bullets);

    for (let i = 0; i < timeDiff; ++i) {
      for (let j = 0; j < bullets.length; ++j) {
        bullets[j].advanceTime();
      }
    }
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:49,代码来源:Gun.ts


示例7: onFired

  public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
    assert(weaponData['type'] == this.getType(), 'Cannot fire burst with incorrect weapon type: ' + weaponData['type']);

    let shrapnelCount = this.settings_['shrapnelCount'];
    let lifetime = this.settings_['lifetime'];
    let damage = this.settings_['damage'];

    for (let i = 0; i < shrapnelCount; ++i) {
      let shrapVel = Vector.fromPolar(this.settings_['speed'], i * 2 * Math.PI / shrapnelCount).add(velocity);
      let projectile = this.simulation_.modelObjectFactory.newBurst(this.owner_, position, shrapVel, lifetime, damage);
      for (let j = 0; j < timeDiff; ++j) {
        projectile.advanceTime();
      }
      this.owner_.addProjectile(projectile);
    }
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:16,代码来源:BurstWeapon.ts


示例8: onFired

  public onFired(timeDiff : number, position : Vector, velocity : Vector, weaponData : any) {
    assert(weaponData['type'] == this.getType(), 'Cannot fire bomb with incorrect weapon type: ' + weaponData['type']);

    let level = weaponData['level'];
    let bounceCount = weaponData['bounceCount'];
    velocity = Vector.fromArray(weaponData['vel']);

    // Make sure the level is correct so the following getters use the right value for their calculations.
    this.level_.setValue(level);

    let projectile = this.simulation_.modelObjectFactory.newBomb(this.owner_, this.level_.getValue(), position, velocity, this.getLifetime_(), this.getDamage_(), bounceCount, this.getBlastRadius_(), this.getProxRadius_());
    for (let i = 0; i < timeDiff; ++i) {
      projectile.advanceTime();
    }
    this.owner_.addProjectile(projectile);
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:16,代码来源:BombBay.ts


示例9: fire

  public fire(position : Vector, commitFireFn : (fireEnergy : number, fireDelay : number) => boolean) : any {
    if (this.count_ <= 0 || !commitFireFn(0 /* fireEnergy */, this.settings_['fireDelay'])) {
      return null;
    }

    --this.count_;
    let shrapnelCount = this.settings_['shrapnelCount'];
    let lifetime = this.settings_['lifetime'];
    let damage = this.settings_['damage'];

    for (let i = 0; i < shrapnelCount; ++i) {
      let velocity = Vector.fromPolar(this.settings_['speed'], i * 2 * Math.PI / shrapnelCount).add(this.owner_.getVelocity());
      let projectile = this.simulation_.modelObjectFactory.newBurst(this.owner_, this.owner_.getPosition(), velocity, lifetime, damage);
      this.owner_.addProjectile(projectile);
    }

    return {
      'type': this.getType()
    };
  }
开发者ID:krslynx,项目名称:dotproduct,代码行数:20,代码来源:BurstWeapon.ts



注:本文中的model/player/Player.addProjectile函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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