use of co.paralleluniverse.spaceships.SpaceshipState in project spaceships-demo by puniverse.
the class Spaceship method chaseAndShoot.
private void chaseAndShoot() throws SuspendExecution, InterruptedException {
record(1, "Spaceship", "chaseAndShoot", "%s: locked", this);
// check lock range, chase, shoot
boolean foundLockedOn = false;
try (Element<Record<SpaceshipState>> target = global.sb.readElement(lockedOn)) {
final Record<SpaceshipState> lockedSpaceship;
if (target != null && (lockedSpaceship = target.get()) != null) {
foundLockedOn = true;
final AABB aabb = getAABB(lockedSpaceship);
// double angularDiversion = abs(atan2(lockedSpaceship.vx, lockedSpaceship.vy) - getCurrentHeading(shootTime));
if (inShotRange(aabb) & global.random.nextGaussian() < SHOOT_PROBABLITY) {
record(1, "Spaceship", "chaseAndShoot", "%s: shootrange", this);
final double range = mag(lockedSpaceship.get($x) - state.get($x), lockedSpaceship.get($y) - state.get($y));
final long now = global.now();
shoot(range, now);
lockedSpaceship.get($spaceship).send(new Shot(state.get($x), state.get($y)));
}
if (inLockRange(aabb)) {
record(1, "Spaceship", "chaseAndShoot", "%s: lockrange", this);
chase(lockedSpaceship);
} else {
record(1, "Spaceship", "chaseAndShoot", "%s: release lock", this);
// not in range, release lock
lockOnTarget(null);
}
}
}
if (!foundLockedOn)
lockOnTarget(null);
}
use of co.paralleluniverse.spaceships.SpaceshipState in project spaceships-demo by puniverse.
the class GLPort method display.
@Override
public void display(GLAutoDrawable drawable) {
try {
final GL3 gl = drawable.getGL().getGL3();
shaderState.bind(gl);
vao.bind(gl);
int spaceshipLoc = gl.glGetUniformLocation(shaderProgram.program(), "spaceshipTex");
gl.glUniform1i(spaceshipLoc, 0);
gl.glActiveTexture(GL.GL_TEXTURE0);
gl.glBindTexture(GL.GL_TEXTURE_2D, spaceshipTex.getTextureObject(gl));
int explosionLoc = gl.glGetUniformLocation(shaderProgram.program(), "explosionTex");
gl.glUniform1i(explosionLoc, 1);
gl.glActiveTexture(GL.GL_TEXTURE0 + 1);
gl.glBindTexture(GL.GL_TEXTURE_2D, explosionTex.getTextureObject(gl));
vertices.clear();
colors.clear();
final FloatBuffer verticesb = (FloatBuffer) vertices.getBuffer();
final FloatBuffer colorsb = (FloatBuffer) colors.getBuffer();
long now = global.now();
long clock = System.currentTimeMillis();
fixPort(clock, true);
MutableAABB currentPort = getCurrentPort(clock);
portToMvMatrix(currentPort);
double margins = WIDTH_MARGINS;
final int n;
if (clock - lastQueryTime > SB_QUERY_RATE) {
n = query(now, SpatialQueries.contained(AABB.create(currentPort.min(X) - margins, currentPort.max(X) + margins, currentPort.min(Y) - margins, currentPort.max(Y) + margins)));
lastQueryTime = clock;
} else {
n = indexGen.get();
lastDispTime = clock;
}
int countInPort = 0;
for (Record<SpaceshipState> s : ships.slice(0, n)) {
long extrapolationTime = global.extrapolate ? Math.min(now, s.get($lastMoved) + MAX_EXTRAPOLATION_DURATION) : s.get($lastMoved);
Spaceship.getCurrentLocation(s, extrapolationTime, verticesb);
if (// 0.01 - start blow animation, 1.0 - end of animation
s.get($blowTime) > 0)
colorsb.put(Math.min(1.0f, (now - s.get($blowTime)) / EXPLOSION_DURATION));
else
// ship isn't blowing up
colorsb.put(0);
colorsb.put((float) Spaceship.getCurrentHeading(s, extrapolationTime));
// put the shotLength (0 for ship that's not firing)
colorsb.put(now - s.get($timeFired) < SHOOT_DURATION ? (float) s.get($shotLength) : 0f);
if (portContains(s.get($x), s.get($y)))
countInPort++;
}
setTitle((glxNode >= 0 ? "Node " + glxNode + ": " : "") + countInPort + " Spaceships " + (int) (port.max(X) - port.min(X)) + "x" + (int) (port.max(Y) - port.min(Y)));
vertices.flip();
colors.flip();
int numElems = verticesb.limit() / 2;
vertices.write(gl, 0, numElems);
colors.write(gl, 0, numElems);
shaderState.setUniform(gl, "in_Matrix", 4, 4, pmv.glGetMvMatrixf());
gl.glClear(GL3.GL_COLOR_BUFFER_BIT);
gl.glDrawArrays(GL3.GL_POINTS, 0, numElems);
vao.unbind(gl);
shaderState.unbind(gl);
} catch (Throwable t) {
System.err.println("XXXXXX");
t.printStackTrace();
throw t;
}
}
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