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Also changes the framework dart code to use the refactored APIs and fixes the various examples and tests. R=abarth@chromium.org, ianh@chromium.org Review URL: https://codereview.chromium.org/1190123003.
463 lines
12 KiB
Dart
463 lines
12 KiB
Dart
part of game;
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const double _steeringThreshold = 0.0;
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const double _steeringMax = 150.0;
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// Random generator
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Math.Random _rand = new Math.Random();
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const double _gameSizeWidth = 1024.0;
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const double _gameSizeHeight = 1024.0;
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const double _shipRadius = 30.0;
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const double _lrgAsteroidRadius = 40.0;
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const double _medAsteroidRadius = 20.0;
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const double _smlAsteroidRadius = 10.0;
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const double _maxAsteroidSpeed = 1.0;
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const int _lifeTimeLaser = 50;
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const int _numStarsInStarField = 150;
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class GameDemoWorld extends NodeWithSize {
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// Images
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Image _imgNebula;
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SpriteSheet _spriteSheet;
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// Inputs
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double _joystickX = 0.0;
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double _joystickY = 0.0;
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bool _fire;
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Node _gameLayer;
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Ship _ship;
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List<Asteroid> _asteroids = [];
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List<Laser> _lasers = [];
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StarField _starField;
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Nebula _nebula;
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GameDemoWorld(ImageMap images, this._spriteSheet) : super(new Size(_gameSizeWidth, _gameSizeHeight)) {
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// Fetch images
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_imgNebula = images["res/nebula.png"];
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_gameLayer = new Node();
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this.addChild(_gameLayer);
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// Add some asteroids to the game world
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for (int i = 0; i < 5; i++) {
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addAsteroid(AsteroidSize.large);
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}
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for (int i = 0; i < 5; i++) {
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addAsteroid(AsteroidSize.medium);
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}
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// Add ship
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addShip();
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// Add starfield
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_starField = new StarField(_spriteSheet["star.png"], _numStarsInStarField);
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_starField.zPosition = -2.0;
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addChild(_starField);
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// Add nebula
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addNebula();
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userInteractionEnabled = true;
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handleMultiplePointers = true;
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}
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// Methods for adding game objects
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void addAsteroid(AsteroidSize size, [Point pos]) {
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Asteroid asteroid = new Asteroid(_spriteSheet["asteroid_big_1.png"], size);
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asteroid.zPosition = 1.0;
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if (pos != null) asteroid.position = pos;
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_gameLayer.addChild(asteroid);
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_asteroids.add(asteroid);
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}
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void addShip() {
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Ship ship = new Ship(_spriteSheet["ship.png"]);
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ship.zPosition = 10.0;
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_gameLayer.addChild(ship);
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_ship = ship;
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}
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void addLaser() {
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Laser laser = new Laser(_spriteSheet["laser.png"], _ship);
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laser.zPosition = 8.0;
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_lasers.add(laser);
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_gameLayer.addChild(laser);
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}
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void addNebula() {
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_nebula = new Nebula.withImage(_imgNebula);
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_gameLayer.addChild(_nebula);
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}
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void update(double dt) {
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// Move asteroids
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for (Asteroid asteroid in _asteroids) {
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asteroid.position = pointAdd(asteroid.position, asteroid._movementVector);
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}
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// Move lasers and remove expired lasers
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for (int i = _lasers.length - 1; i >= 0; i--) {
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Laser laser = _lasers[i];
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laser.move();
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if (laser._frameCount > _lifeTimeLaser) {
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laser.removeFromParent();
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_lasers.removeAt(i);
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}
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}
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// Apply thrust to ship
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if (_joystickX != 0.0 || _joystickY != 0.0) {
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_ship.thrust(_joystickX, _joystickY);
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}
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// Move ship
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_ship.move();
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// Check collisions between asteroids and lasers
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for (int i = _lasers.length -1; i >= 0; i--) {
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// Iterate over all the lasers
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Laser laser = _lasers[i];
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for (int j = _asteroids.length - 1; j >= 0; j--) {
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// Iterate over all the asteroids
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Asteroid asteroid = _asteroids[j];
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// Check for collision
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if (pointQuickDist(laser.position, asteroid.position) < laser.radius + asteroid.radius) {
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// Remove laser
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laser.removeFromParent();
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_lasers.removeAt(i);
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// Add asteroids
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if (asteroid._asteroidSize == AsteroidSize.large) {
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for (int a = 0; a < 3; a++) addAsteroid(AsteroidSize.medium, asteroid.position);
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}
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else if (asteroid._asteroidSize == AsteroidSize.medium) {
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for (int a = 0; a < 5; a++) addAsteroid(AsteroidSize.small, asteroid.position);
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}
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// Remove asteroid
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asteroid.removeFromParent();
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_asteroids.removeAt(j);
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break;
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}
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}
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}
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// Move objects to center camera and warp objects around the edges
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centerCamera();
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warpObjects();
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}
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void centerCamera() {
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const cameraDampening = 0.1;
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Point delta = new Point(_gameSizeWidth/2 - _ship.position.x, _gameSizeHeight/2 - _ship.position.y);
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delta = pointMult(delta, cameraDampening);
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for (Node child in _gameLayer.children) {
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child.position = pointAdd(child.position, delta);
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}
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// Update starfield
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_starField.move(delta.x, delta.y);
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}
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void warpObjects() {
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for (Node child in _gameLayer.children) {
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if (child.position.x < 0) child.position = pointAdd(child.position, new Point(_gameSizeWidth, 0.0));
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if (child.position.x >= _gameSizeWidth) child.position = pointAdd(child.position, new Point(-_gameSizeWidth, 0.0));
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if (child.position.y < 0) child.position = pointAdd(child.position, new Point(0.0, _gameSizeHeight));
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if (child.position.y >= _gameSizeHeight) child.position = pointAdd(child.position, new Point(0.0, -_gameSizeHeight));
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}
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}
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// Handling controls
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void controlSteering(double x, double y) {
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_joystickX = x;
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_joystickY = y;
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}
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void controlFire() {
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addLaser();
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}
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// Handle pointer events
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int _firstPointer = -1;
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int _secondPointer = -1;
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Point _firstPointerDownPos;
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bool handleEvent(SpriteBoxEvent event) {
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Point pointerPos = convertPointToNodeSpace(event.boxPosition);
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int pointer = event.pointer;
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switch (event.type) {
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case 'pointerdown':
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if (_firstPointer == -1) {
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// Assign the first pointer
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_firstPointer = pointer;
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_firstPointerDownPos = pointerPos;
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}
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else if (_secondPointer == -1) {
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// Assign second pointer
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_secondPointer = pointer;
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controlFire();
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}
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else {
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// There is a pointer used for steering, let's fire instead
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controlFire();
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}
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break;
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case 'pointermove':
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if (pointer == _firstPointer) {
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// Handle turning control
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double joystickX = 0.0;
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double deltaX = pointerPos.x - _firstPointerDownPos.x;
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if (deltaX > _steeringThreshold || deltaX < -_steeringThreshold) {
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joystickX = (deltaX - _steeringThreshold)/(_steeringMax - _steeringThreshold);
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if (joystickX > 1.0) joystickX = 1.0;
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if (joystickX < -1.0) joystickX = -1.0;
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}
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double joystickY = 0.0;
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double deltaY = pointerPos.y - _firstPointerDownPos.y;
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if (deltaY > _steeringThreshold || deltaY < -_steeringThreshold) {
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joystickY = (deltaY - _steeringThreshold)/(_steeringMax - _steeringThreshold);
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if (joystickY > 1.0) joystickY = 1.0;
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if (joystickY < -1.0) joystickY = -1.0;
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}
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controlSteering(joystickX, joystickY);
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}
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break;
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case 'pointerup':
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case 'pointercancel':
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if (pointer == _firstPointer) {
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// Un-assign the first pointer
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_firstPointer = -1;
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_firstPointerDownPos = null;
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controlSteering(0.0, 0.0);
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}
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else if (pointer == _secondPointer) {
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_secondPointer = -1;
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}
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break;
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default:
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break;
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}
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return true;
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}
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}
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// Game objects
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enum AsteroidSize {
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small,
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medium,
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large,
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}
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class Asteroid extends Sprite {
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Point _movementVector;
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AsteroidSize _asteroidSize;
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double _radius;
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double get radius {
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if (_radius != null) return _radius;
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if (_asteroidSize == AsteroidSize.small) _radius = _smlAsteroidRadius;
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else if (_asteroidSize == AsteroidSize.medium) _radius = _medAsteroidRadius;
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else if (_asteroidSize == AsteroidSize.large) _radius = _lrgAsteroidRadius;
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return _radius;
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}
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Asteroid(Texture img, AsteroidSize this._asteroidSize) : super(img) {
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size = new Size(radius * 2.0, radius * 2.0);
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position = new Point(_gameSizeWidth * _rand.nextDouble(), _gameSizeHeight * _rand.nextDouble());
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rotation = 360.0 * _rand.nextDouble();
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_movementVector = new Point(_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed,
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_rand.nextDouble() * _maxAsteroidSpeed * 2 - _maxAsteroidSpeed);
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userInteractionEnabled = true;
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}
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bool handleEvent(SpriteBoxEvent event) {
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if (event.type == "pointerdown") {
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colorOverlay = new Color(0x99ff0000);
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}
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else if (event.type == "pointerup") {
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colorOverlay = null;
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}
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return false;
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}
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}
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class Ship extends Sprite {
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Vector2 _movementVector;
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double _rotationTarget;
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Ship(Texture img) : super(img) {
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_movementVector = new Vector2.zero();
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rotation = _rotationTarget = 270.0;
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// Create sprite
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size = new Size(_shipRadius * 2.0, _shipRadius * 2.0);
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position = new Point(_gameSizeWidth/2.0, _gameSizeHeight/2.0);
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}
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void thrust(double x, double y) {
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_rotationTarget = convertRadians2Degrees(Math.atan2(y, x));
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Vector2 directionVector = new Vector2(x, y).normalize();
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_movementVector.addScaled(directionVector, 1.0);
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}
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void move() {
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position = new Point(position.x + _movementVector[0], position.y + _movementVector[1]);
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_movementVector.scale(0.9);
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rotation = dampenRotation(rotation, _rotationTarget, 0.1);
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}
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}
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class Laser extends Sprite {
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int _frameCount = 0;
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Point _movementVector;
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double radius = 10.0;
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Laser(Texture img, Ship ship) : super(img) {
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size = new Size(20.0, 20.0);
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position = ship.position;
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rotation = ship.rotation + 90.0;
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transferMode = TransferMode.plus;
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double rotRadians = convertDegrees2Radians(rotation);
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_movementVector = pointMult(new Point(Math.sin(rotRadians), -Math.cos(rotRadians)), 10.0);
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_movementVector = new Point(_movementVector.x + ship._movementVector[0], _movementVector.y + ship._movementVector[1]);
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}
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void move() {
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position = pointAdd(position, _movementVector);
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_frameCount++;
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}
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}
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// Background starfield
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class StarField extends Node {
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Texture _img;
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int _numStars;
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List<Point> _starPositions;
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List<double> _starScales;
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List<double> _opacity;
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StarField(this._img, this._numStars) {
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_starPositions = [];
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_starScales = [];
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_opacity = [];
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for (int i = 0; i < _numStars; i++) {
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_starPositions.add(new Point(_rand.nextDouble() * _gameSizeWidth, _rand.nextDouble() * _gameSizeHeight));
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_starScales.add(_rand.nextDouble());
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_opacity.add(_rand.nextDouble() * 0.5 + 0.5);
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}
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}
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void paint(RenderCanvas canvas) {
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// Setup paint object for opacity and transfer mode
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Paint paint = new Paint();
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paint.setTransferMode(TransferMode.plus);
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double baseScaleX = 32.0 / _img.size.width;
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double baseScaleY = 32.0 / _img.size.height;
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// Draw each star
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for (int i = 0; i < _numStars; i++) {
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Point pos = _starPositions[i];
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double scale = _starScales[i];
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paint.color = new Color.fromARGB((255.0*_opacity[i]).toInt(), 255, 255, 255);
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canvas.save();
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canvas.translate(pos.x, pos.y);
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canvas.scale(baseScaleX * scale, baseScaleY * scale);
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canvas.drawImageRect(_img.image, _img.frame, _img.spriteSourceSize, paint);
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canvas.restore();
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}
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}
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void move(double dx, double dy) {
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for (int i = 0; i < _numStars; i++) {
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double xPos = _starPositions[i].x;
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double yPos = _starPositions[i].y;
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double scale = _starScales[i];
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xPos += dx * scale;
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yPos += dy * scale;
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if (xPos >= _gameSizeWidth) xPos -= _gameSizeWidth;
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if (xPos < 0) xPos += _gameSizeWidth;
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if (yPos >= _gameSizeHeight) yPos -= _gameSizeHeight;
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if (yPos < 0) yPos += _gameSizeHeight;
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_starPositions[i] = new Point(xPos, yPos);
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}
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}
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}
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class Nebula extends Node {
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Nebula.withImage(Image img) {
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for (int i = 0; i < 2; i++) {
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for (int j = 0; j < 2; j++) {
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Sprite sprt = new Sprite.fromImage(img);
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sprt.pivot = Point.origin;
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sprt.position = new Point(i * _gameSizeWidth - _gameSizeWidth, j * _gameSizeHeight - _gameSizeHeight);
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addChild(sprt);
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}
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}
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}
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}
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// Convenience methods
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Point pointAdd(Point a, Point b) {
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return new Point(a.x+ b.x, a.y + b.y);
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}
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Point pointMult(Point a, double multiplier) {
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return new Point(a.x * multiplier, a.y * multiplier);
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}
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double dampenRotation(double src, double dst, double dampening) {
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double delta = dst - src;
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while (delta > 180.0) delta -= 360;
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while (delta < -180) delta += 360;
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delta *= dampening;
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return src + delta;
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}
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double pointQuickDist(Point a, Point b) {
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double dx = a.x - b.x;
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double dy = a.y - b.y;
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if (dx < 0.0) dx = -dx;
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if (dy < 0.0) dy = -dy;
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if (dx > dy) {
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return dx + dy/2.0;
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}
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else {
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return dy + dx/2.0;
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}
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} |