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Golang game.Game类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了Golang中github.com/runningwild/magnus/game.Game的典型用法代码示例。如果您正苦于以下问题:Golang Game类的具体用法?Golang Game怎么用?Golang Game使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



在下文中一共展示了Game类的8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Golang代码示例。

示例1: Think

func (p *burstProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)
	if p.Remaining_initial.Magnitude() == 0 {
		if p.count > 0 {
			p.count = -1
		}
		p.Frames--
		if p.Frames <= 0 {
			p.The_phase = game.PhaseComplete
		}
		for i := range g.Ents {
			other := g.Ents[i]
			if other == player {
				continue
			}
			dist := other.Pos().Sub(player.Pos()).Mag()
			if dist < 1 {
				dist = 1
			}
			force := p.Force / dist
			other.ApplyForce(other.Pos().Sub(player.Pos()).Norm().Scale(force))
		}
	}
}
开发者ID:dgthunder,项目名称:magnus,代码行数:25,代码来源:burst.go


示例2: Think

func (p *pullProcess) Think(g *game.Game) {
	defer p.reset()
	player, ok := g.Ents[p.PlayerGid].(*game.PlayerEnt)
	if !ok {
		return
	}

	base_force := p.Force * p.supplied / p.required()
	g.DoForEnts(func(gid game.Gid, ent game.Ent) {
		if ent == game.Ent(player) {
			return
		}
		target_pos := ent.Pos()
		ray := target_pos.Sub(player.Pos())
		target_angle := ray.Angle() - player.Angle
		for target_angle < 0 {
			target_angle += math.Pi * 2
		}
		for target_angle > math.Pi*2 {
			target_angle -= math.Pi * 2
		}
		if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
			return
		}
		ray = player.Pos().Sub(ent.Pos())
		// dist := ray.Mag()
		ray = ray.Norm()
		force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
		ent.ApplyForce(ray.Scale(-force))
		player.ApplyForce(ray.Scale(force).Scale(0.01))
	})
}
开发者ID:runningwild,项目名称:magnus,代码行数:32,代码来源:pull.go


示例3: Think

func (p *pullProcess) Think(g *game.Game) {
	_player := g.GetEnt(p.Player_id)
	player := _player.(*game.Player)

	base_force := p.Force * p.supplied / p.required
	for _, _target := range g.Ents {
		target, ok := _target.(*game.Player)
		if !ok || target == player {
			continue
		}
		target_pos := linear.Vec2{target.X, target.Y}
		ray := target_pos.Sub(player.Pos())
		target_angle := ray.Angle() - player.Angle
		for target_angle < 0 {
			target_angle += math.Pi * 2
		}
		for target_angle > math.Pi*2 {
			target_angle -= math.Pi * 2
		}
		if target_angle > p.Angle/2 && target_angle < math.Pi*2-p.Angle/2 {
			continue
		}
		ray = player.Pos().Sub(target.Pos())
		// dist := ray.Mag()
		ray = ray.Norm()
		force := base_force // / math.Pow(dist, p.Angle/(2*math.Pi))
		target.ApplyForce(ray.Scale(-force))
		player.ApplyForce(ray.Scale(force))
	}
}
开发者ID:dgthunder,项目名称:magnus,代码行数:30,代码来源:pull.go


示例4: Think

func (p *burstProcess) Think(g *game.Game) {
	player, ok := g.Ents[p.PlayerGid].(*game.PlayerEnt)
	if !ok {
		return
	}
	if p.Remaining_initial.Magnitude() == 0 {
		if p.count > 0 {
			p.count = -1
		}
		p.Frames--
		if p.Frames <= 0 {
			p.The_phase = game.PhaseComplete
		}
		g.DoForEnts(func(gid game.Gid, other game.Ent) {
			if other == player {
				return
			}
			dist := other.Pos().Sub(player.Pos()).Mag()
			if dist < 1 {
				dist = 1
			}
			force := p.Force / dist
			other.ApplyForce(other.Pos().Sub(player.Pos()).Norm().Scale(force))
		})
	}
}
开发者ID:runningwild,项目名称:magnus,代码行数:26,代码来源:burst.go


示例5: Draw

func (p *burstProcess) Draw(player_id int, g *game.Game) {
	player := g.GetEnt(player_id).(*game.Player)
	base.EnableShader("circle")
	prog := p.Remaining_initial.Magnitude() / p.Initial.Magnitude()
	base.SetUniformF("circle", "progress", 1-float32(prog))
	gl.Color4ub(255, 255, 255, 255)
	radius := 40.0
	texture.Render(
		player.X-radius,
		player.Y-radius,
		2*radius,
		2*radius)
	base.EnableShader("")
}
开发者ID:dgthunder,项目名称:magnus,代码行数:14,代码来源:burst.go


示例6: Draw

func (p *pullProcess) Draw(player_id int, g *game.Game) {
	gl.Color4d(1, 1, 1, 1)
	gl.Disable(gl.TEXTURE_2D)
	player := g.GetEnt(player_id).(*game.Player)
	v1 := player.Pos()
	v2 := v1.Add(linear.Vec2{1000, 0})
	v3 := v2.RotateAround(v1, player.Angle-p.Angle/2)
	v4 := v2.RotateAround(v1, player.Angle+p.Angle/2)
	gl.Begin(gl.LINES)
	vs := []linear.Vec2{v3, v4, linear.Vec2{player.X, player.Y}}
	for i := range vs {
		gl.Vertex2d(gl.Double(vs[i].X), gl.Double(vs[i].Y))
		gl.Vertex2d(gl.Double(vs[(i+1)%len(vs)].X), gl.Double(vs[(i+1)%len(vs)].Y))
	}
	gl.End()
	s := fmt.Sprintf("%.2f", p.supplied)
	base.Log().Printf("'%s'", s)
	if true {
		base.GetDictionary("luxisr").RenderString(s, 10, 10, 0, 50, gin.Left)
	}
}
开发者ID:dgthunder,项目名称:magnus,代码行数:21,代码来源:pull.go


示例7: Think

func (f *fireProcessExplosion) Think(g *game.Game) {
	g.DoForEnts(func(gid game.Gid, ent game.Ent) {
		for _, expl := range f.Explosions {
			if expl.Size() == 0 {
				continue
			}
			if expl.Pos.Sub(ent.Pos()).Mag() <= expl.Size() {
				ent.Stats().ApplyDamage(stats.Damage{stats.DamageFire, 1})
			}
		}
	})
	done := true
	for i := range f.Explosions {
		f.Explosions[i].Think()
		if !f.Explosions[i].Done() {
			done = false
		}
	}
	if done {
		f.The_phase = game.PhaseComplete
	}
}
开发者ID:runningwild,项目名称:magnus,代码行数:22,代码来源:fire.go


示例8: main

func main() {
	fmt.Printf("%v\n", key_map)
	sys.Startup()
	err := gl.Init()
	if err != nil {
		panic(err)
	}

	render.Init()
	render.Queue(func() {
		sys.CreateWindow(10, 10, wdx, wdy)
		sys.EnableVSync(true)
		err := gl.Init()
		if err != nil {
			panic(err)
		}
	})
	base.InitShaders()
	runtime.GOMAXPROCS(2)
	ui, err = gui.Make(gin.In(), gui.Dims{wdx, wdy}, filepath.Join(datadir, "fonts", "skia.ttf"))
	if err != nil {
		panic(err)
	}
	sys.Think()
	for false && len(sys.GetActiveDevices()[gin.DeviceTypeController]) < 2 {
		time.Sleep(time.Millisecond * 100)
		sys.Think()
	}

	var ids []int
	var engine *cgf.Engine
	var room game.Room
	err = base.LoadJson(filepath.Join(base.GetDataDir(), "rooms/basic.json"), &room)
	if err != nil {
		panic(err)
	}
	if IsHost() {
		sys.Think()
		var g game.Game
		g.Rng = cmwc.MakeGoodCmwc()
		g.Rng.SeedWithDevRand()
		g.Dx = 900
		g.Dy = 600
		g.Friction = 0.97
		g.Friction_lava = 0.85
		g.Room = room
		var p game.Player
		p.Color.R = 255
		err := json.NewDecoder(bytes.NewBuffer([]byte(`
      {
        "Base": {
          "Max_turn": 0.07,
          "Max_acc": 0.2,
          "Mass": 750,
          "Max_rate": 10,
          "Influence": 75,
          "Health": 1000
        },
        "Dynamic": {
          "Health": 1000
        }
      }
    `))).Decode(&p.Stats)
		if err != nil {
			panic(err)
		}
		Nx := 2
		Ny := 1
		p.X = float64(g.Dx-Nx)/2 - 200
		p.Y = float64(g.Dy-Ny)/2 - 200
		for x := 0; x < Nx; x++ {
			for y := 0; y < Ny; y++ {
				p.X += float64(x * 25)
				p.Y += float64(y * 25)
				p.Gid++
				// p.Mass += float64(x+y) * 150
				p.Processes = make(map[int]game.Process)
				temp := p
				ids = append(ids, g.AddEnt(&temp))

				// p.Mass -= float64(x+y) * 150
				p.X -= float64(x * 25)
				p.Y -= float64(y * 25)
			}
		}
		g.Ents[0].(*game.Player).X = 500
		g.Ents[0].(*game.Player).Y = 300
		g.Ents[1].(*game.Player).X = 550
		g.Ents[1].(*game.Player).Y = 300
		g.SetLocalData()
		d := sys.GetActiveDevices()
		base.Log().Printf("%v\n", d)
		n := 0
		base.Log().Printf("%v\n", d[gin.DeviceTypeController])
		for _, index := range d[gin.DeviceTypeController] {
			// panic("ASD")
			g.SetLocalPlayer(g.Ents[n].(*game.Player), index)
			n++
			if n > 2 {
				break
//.........这里部分代码省略.........
开发者ID:dgthunder,项目名称:magnus,代码行数:101,代码来源:main.go



注:本文中的github.com/runningwild/magnus/game.Game类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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