use of com.watabou.utils.PointF in project shattered-pixel-dungeon-gdx by 00-Evan.
the class Chains method update.
@Override
public void update() {
if ((spent += Game.elapsed) > duration) {
killAndErase();
if (callback != null) {
callback.call();
}
} else {
float dx = to.x - from.x;
float dy = to.y - from.y;
for (int i = 0; i < chains.length; i++) {
chains[i].center(new PointF(from.x + ((dx * (i / (float) chains.length)) * (spent / duration)), from.y + ((dy * (i / (float) chains.length)) * (spent / duration))));
}
}
}
use of com.watabou.utils.PointF in project shattered-pixel-dungeon-gdx by 00-Evan.
the class CellEmitter method center.
public static Emitter center(int cell) {
PointF p = DungeonTilemap.tileToWorld(cell);
Emitter emitter = GameScene.emitter();
emitter.pos(p.x + DungeonTilemap.SIZE / 2, p.y + DungeonTilemap.SIZE / 2);
return emitter;
}
use of com.watabou.utils.PointF in project shattered-pixel-dungeon-gdx by 00-Evan.
the class Builder method placeRoom.
// Attempts to place a room such that the angle between the center of the previous room
// and it matches the given angle ([0-360), where 0 is straight up) as closely as possible.
// Note that getting an exactly correct angle is harder the closer that angle is to diagonal.
// Returns the exact angle between the centerpoints of the two rooms, or -1 if placement fails.
protected static float placeRoom(ArrayList<Room> collision, Room prev, Room next, float angle) {
// wrap angle around to always be [0-360)
angle %= 360f;
if (angle < 0) {
angle += 360f;
}
PointF prevCenter = new PointF((prev.left + prev.right) / 2f, (prev.top + prev.bottom) / 2f);
// calculating using y = mx+b, straight line formula
double m = Math.tan(angle / A + Math.PI / 2.0);
double b = prevCenter.y - m * prevCenter.x;
// using the line equation, we find the point along the prev room where the line exists
Point start;
int direction;
if (Math.abs(m) >= 1) {
if (angle < 90 || angle > 270) {
direction = Room.TOP;
start = new Point((int) Math.round((prev.top - b) / m), prev.top);
} else {
direction = Room.BOTTOM;
start = new Point((int) Math.round((prev.bottom - b) / m), prev.bottom);
}
} else {
if (angle < 180) {
direction = Room.RIGHT;
start = new Point(prev.right, (int) Math.round(m * prev.right + b));
} else {
direction = Room.LEFT;
start = new Point(prev.left, (int) Math.round(m * prev.left + b));
}
}
// cap it to a valid connection point for most rooms
if (direction == Room.TOP || direction == Room.BOTTOM) {
start.x = (int) GameMath.gate(prev.left + 1, start.x, prev.right - 1);
} else {
start.y = (int) GameMath.gate(prev.top + 1, start.y, prev.bottom - 1);
}
// space checking
Rect space = findFreeSpace(start, collision, Math.max(next.maxWidth(), next.maxHeight()));
if (!next.setSizeWithLimit(space.width() + 1, space.height() + 1)) {
return -1;
}
// find the ideal center for this new room using the line equation and known dimensions
PointF targetCenter = new PointF();
if (direction == Room.TOP) {
targetCenter.y = prev.top - (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.top - (next.height() - 1));
} else if (direction == Room.BOTTOM) {
targetCenter.y = prev.bottom + (next.height() - 1) / 2f;
targetCenter.x = (float) ((targetCenter.y - b) / m);
next.setPos(Math.round(targetCenter.x - (next.width() - 1) / 2f), prev.bottom);
} else if (direction == Room.RIGHT) {
targetCenter.x = prev.right + (next.width() - 1) / 2f;
targetCenter.y = (float) (m * targetCenter.x + b);
next.setPos(prev.right, Math.round(targetCenter.y - (next.height() - 1) / 2f));
} else if (direction == Room.LEFT) {
targetCenter.x = prev.left - (next.width() - 1) / 2f;
targetCenter.y = (float) (m * targetCenter.x + b);
next.setPos(prev.left - (next.width() - 1), Math.round(targetCenter.y - (next.height() - 1) / 2f));
}
// perform connection bounds and target checking, move the room if necessary
if (direction == Room.TOP || direction == Room.BOTTOM) {
if (next.right < prev.left + 2)
next.shift(prev.left + 2 - next.right, 0);
else if (next.left > prev.right - 2)
next.shift(prev.right - 2 - next.left, 0);
if (next.right > space.right)
next.shift(space.right - next.right, 0);
else if (next.left < space.left)
next.shift(space.left - next.left, 0);
} else {
if (next.bottom < prev.top + 2)
next.shift(0, prev.top + 2 - next.bottom);
else if (next.top > prev.bottom - 2)
next.shift(0, prev.bottom - 2 - next.top);
if (next.bottom > space.bottom)
next.shift(0, space.bottom - next.bottom);
else if (next.top < space.top)
next.shift(0, space.top - next.top);
}
// attempt to connect, return the result angle if successful.
if (next.connect(prev)) {
return angleBetweenRooms(prev, next);
} else {
return -1;
}
}
use of com.watabou.utils.PointF in project shattered-pixel-dungeon-gdx by 00-Evan.
the class LoopBuilder method randomBranchAngle.
@Override
protected float randomBranchAngle(Room r) {
if (loopCenter == null)
return super.randomBranchAngle(r);
else {
// generate four angles randomly and return the one which points closer to the center
float toCenter = angleBetweenPoints(new PointF((r.left + r.right) / 2f, (r.top + r.bottom) / 2f), loopCenter);
if (toCenter < 0)
toCenter += 360f;
float currAngle = Random.Float(360f);
for (int i = 0; i < 4; i++) {
float newAngle = Random.Float(360f);
if (Math.abs(toCenter - newAngle) < Math.abs(toCenter - currAngle)) {
currAngle = newAngle;
}
}
return currAngle;
}
}
use of com.watabou.utils.PointF in project shattered-pixel-dungeon-gdx by 00-Evan.
the class LoopBuilder method build.
@Override
public ArrayList<Room> build(ArrayList<Room> rooms) {
setupRooms(rooms);
if (entrance == null) {
return null;
}
entrance.setSize();
entrance.setPos(0, 0);
float startAngle = Random.Float(0, 360);
ArrayList<Room> loop = new ArrayList<>();
int roomsOnLoop = (int) (multiConnections.size() * pathLength) + Random.chances(pathLenJitterChances);
roomsOnLoop = Math.min(roomsOnLoop, multiConnections.size());
roomsOnLoop++;
float[] pathTunnels = pathTunnelChances.clone();
for (int i = 0; i < roomsOnLoop; i++) {
if (i == 0)
loop.add(entrance);
else
loop.add(multiConnections.remove(0));
int tunnels = Random.chances(pathTunnels);
if (tunnels == -1) {
pathTunnels = pathTunnelChances.clone();
tunnels = Random.chances(pathTunnels);
}
pathTunnels[tunnels]--;
for (int j = 0; j < tunnels; j++) {
loop.add(ConnectionRoom.createRoom());
}
}
if (exit != null)
loop.add((loop.size() + 1) / 2, exit);
Room prev = entrance;
float targetAngle;
for (int i = 1; i < loop.size(); i++) {
Room r = loop.get(i);
targetAngle = startAngle + targetAngle(i / (float) loop.size());
if (placeRoom(rooms, prev, r, targetAngle) != -1) {
prev = r;
if (!rooms.contains(prev))
rooms.add(prev);
} else {
// FIXME this is lazy, there are ways to do this without relying on chance
return null;
}
}
// should just write a general function for stitching two rooms together in builder
while (!prev.connect(entrance)) {
ConnectionRoom c = ConnectionRoom.createRoom();
if (placeRoom(loop, prev, c, angleBetweenRooms(prev, entrance)) == -1) {
return null;
}
loop.add(c);
rooms.add(c);
prev = c;
}
loopCenter = new PointF();
for (Room r : loop) {
loopCenter.x += (r.left + r.right) / 2f;
loopCenter.y += (r.top + r.bottom) / 2f;
}
loopCenter.x /= loop.size();
loopCenter.y /= loop.size();
if (shop != null) {
float angle;
int tries = 10;
do {
angle = placeRoom(loop, entrance, shop, Random.Float(360f));
tries--;
} while (angle == -1 && tries >= 0);
if (angle == -1)
return null;
}
ArrayList<Room> branchable = new ArrayList<>(loop);
ArrayList<Room> roomsToBranch = new ArrayList<>();
roomsToBranch.addAll(multiConnections);
roomsToBranch.addAll(singleConnections);
weightRooms(branchable);
createBranches(rooms, branchable, roomsToBranch, branchTunnelChances);
findNeighbours(rooms);
for (Room r : rooms) {
for (Room n : r.neigbours) {
if (!n.connected.containsKey(r) && Random.Float() < extraConnectionChance) {
r.connect(n);
}
}
}
return rooms;
}
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