3050 2) From then on, if doStepPortal is called and a gear of a radius less than or equal to the portal is within X pixels of the portal (we could also check on moving toward the portal I guess, depends how accurate this needs to be) the portal will then locate the first other portal of the opposite type (there should only be one other one), and move that gear's X/Y to that other portal's location, and modify dX/dY to be relative to that other portal's orientation relative to this portal's orientation. This might require some tweaking with offsets of a few pixels to avoid getting gears stuck in land. |
3050 2) From then on, if doStepPortal is called and a gear of a radius less than or equal to the portal is within X pixels of the portal (we could also check on moving toward the portal I guess, depends how accurate this needs to be) the portal will then locate the first other portal of the opposite type (there should only be one other one), and move that gear's X/Y to that other portal's location, and modify dX/dY to be relative to that other portal's orientation relative to this portal's orientation. This might require some tweaking with offsets of a few pixels to avoid getting gears stuck in land. |
3051 |
3051 |
3052 3) At end of turn, all gtPortal will be deleted. |
3052 3) At end of turn, all gtPortal will be deleted. |
3053 |
3053 |
3054 *) |
3054 *) |
3055 end; |
|
3056 procedure doStepPortalGun(Gear: PGear); |
|
3057 begin |
|
3058 (* |
3055 (* |
3059 Ok. Here's where I plan to go with this. |
3056 Ok. Here's where I plan to go with this. |
3060 1) Restrict portal gun to X shots. |
3057 1) Restrict portal gun to X shots. |
3061 2) If on first shot, delete all existing gtPortal |
3058 2) If on first shot, delete all existing gtPortal |
3062 3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. |
3059 3) On any other shot, delete any existing portals of type X%2, and spawn a new portal of type X%2 oriented at angle 180° from the portal gun. It might possibly be worth linking portals with a Gear reference, to save time on scanning through the Gear list every time we need a portal. |
3063 *) |
3060 *) |
|
3061 end; |
|
3062 |
|
3063 procedure doStepMovingPortal(Gear: PGear); |
|
3064 var i, x, y: LongWord; |
|
3065 oX, oY: hwFloat; |
|
3066 begin |
|
3067 oX:= Gear^.X; |
|
3068 oY:= Gear^.Y; |
|
3069 Gear^.X:= Gear^.X + Gear^.dX; |
|
3070 Gear^.Y:= Gear^.Y + Gear^.dY; |
|
3071 x:= hwRound(Gear^.X); |
|
3072 y:= hwRound(Gear^.Y); |
|
3073 (* |
|
3074 Potential issue, portals embedded in land? |
|
3075 Also, will need checks on how well portal is placed |
|
3076 Thought is possibly doing it based on midpoint and two ends, so a bit of rough terrain is still permitted, but not curves. |
|
3077 *) |
|
3078 if ((y and LAND_HEIGHT_MASK) = 0) and ((x and LAND_WIDTH_MASK) = 0) and (Land[y, x] <> 0) then |
|
3079 begin |
|
3080 inc(Gear^.Tag); |
|
3081 Gear^.doStep:= @doStepPortal; |
|
3082 AfterAttack |
|
3083 end |
|
3084 // How laser checks for infinite |
|
3085 else if (y > LAND_HEIGHT + LAND_WIDTH div 4) or (y < - LAND_WIDTH div 4) or (x > LAND_WIDTH + LAND_WIDTH div 4) or (x < - LAND_WIDTH div 4) then |
|
3086 begin |
|
3087 DeleteGear(Gear); |
|
3088 AfterAttack |
|
3089 end; |
3064 end; |
3090 end; |
3065 |
3091 |
3066 procedure doStepPiano(Gear: PGear); |
3092 procedure doStepPiano(Gear: PGear); |
3067 var r0, r1: LongInt; |
3093 var r0, r1: LongInt; |
3068 begin |
3094 begin |