/* * The MIT License (MIT) * * FXGL - JavaFX Game Library * * Copyright (c) 2015-2017 AlmasB (almaslvl@gmail.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ package com.almasb.fxglgames.geowars.control; import com.almasb.fxgl.app.FXGL; import com.almasb.fxgl.core.math.FXGLMath; import com.almasb.fxgl.core.math.Vec2; import com.almasb.fxgl.ecs.AbstractControl; import com.almasb.fxgl.ecs.Entity; import com.almasb.fxgl.entity.GameEntity; import javafx.geometry.Point2D; /** * @author Almas Baimagambetov (AlmasB) (almaslvl@gmail.com) */ public class WandererControl extends AbstractControl { // from CRYtek private static final int NOISE_TABLE_SIZE = 256; private static final int NOISE_MASK = 255; private static float[] gx = new float[NOISE_TABLE_SIZE]; private static float[] gy = new float[NOISE_TABLE_SIZE]; static { setSeedAndReinitialize(); } private int screenWidth, screenHeight; private float angleAdjustRate = FXGLMath.random(0, 0.5f); private Vec2 velocity = new Vec2(); private double directionAngle = FXGLMath.random(-1, 1) * FXGLMath.PI2 * FXGLMath.radiansToDegrees; private int moveSpeed; private int rotationSpeed = FXGLMath.random(-100, 100); private float tx = FXGLMath.random(1000, 10000); private GameEntity wanderer; public WandererControl(int moveSpeed) { screenWidth = (int) FXGL.getApp().getWidth(); screenHeight = (int) FXGL.getApp().getHeight(); this.moveSpeed = moveSpeed; } @Override public void onAdded(Entity entity) { wanderer = (GameEntity) entity; } @Override public void onUpdate(Entity entity, double tpf) { adjustAngle(tpf); move(tpf); rotate(tpf); tx += tpf; checkScreenBounds(); } private void adjustAngle(double tpf) { if (FXGLMath.randomBoolean(angleAdjustRate)) { directionAngle += FXGLMath.radiansToDegrees * noise1D(tx); } } private void move(double tpf) { Vec2 directionVector = Vec2.fromAngle(directionAngle).mulLocal(moveSpeed); velocity.addLocal(directionVector).mulLocal((float)tpf); wanderer.translate(new Point2D(velocity.x, velocity.y)); } private void checkScreenBounds() { if (wanderer.getX() < 0 || wanderer.getY() < 0 || wanderer.getRightX() >= screenWidth || wanderer.getBottomY() >= screenHeight) { Point2D newDirectionVector = new Point2D(screenWidth / 2, screenHeight / 2) .subtract(wanderer.getCenter()); double angle = Math.toDegrees(Math.atan(newDirectionVector.getY() / newDirectionVector.getX())); directionAngle = newDirectionVector.getX() > 0 ? angle : 180 + angle; } } private void rotate(double tpf) { wanderer.rotateBy(rotationSpeed * tpf); } private static void setSeedAndReinitialize() { // Generate the gradient lookup tables for (int i = 0; i < NOISE_TABLE_SIZE; i++) { // Ken Perlin proposes that the gradients are taken from the unit // circle/sphere for 2D/3D. // So lets generate a good pseudo-random vector and normalize it Vec2 v = new Vec2(); // cry_frand is in the 0..1 range v.x = -0.5f + FXGLMath.random(); v.y = -0.5f + FXGLMath.random(); v.normalizeLocal(); gx[i] = v.x; gy[i] = v.y; } } private float noise1D(float x) { // Compute what gradients to use int qx0 = (int)Math.floor(x); int qx1 = qx0 + 1; float tx0 = x - (float)qx0; float tx1 = tx0 - 1; // Make sure we don't come outside the lookup table qx0 = qx0 & NOISE_MASK; qx1 = qx1 & NOISE_MASK; // Compute the dotproduct between the vectors and the gradients float v0 = gx[qx0] * tx0; float v1 = gx[qx1] * tx1; // Modulate with the weight function float wx = (3 - 2 * tx0) * tx0 * tx0; return v0 - wx * (v0 - v1); } }