Support for unit missiles
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@@ -10,7 +10,7 @@ public class Trail{
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public int length;
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private final FloatSeq points;
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private float lastX = -1, lastY = -1, lastAngle = -1, counter = 0f;
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private float lastX = -1, lastY = -1, lastAngle = -1, counter = 0f, lastW = 0f;
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public Trail(int length){
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this.length = length;
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@@ -26,6 +26,10 @@ public class Trail{
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return out;
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}
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public float width(){
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return lastW;
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}
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public void clear(){
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points.clear();
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}
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@@ -49,23 +53,43 @@ public class Trail{
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public void draw(Color color, float width){
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Draw.color(color);
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float[] items = points.items;
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float lx = lastX, ly = lastY, lastAngle = this.lastAngle;
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float lastAngle = this.lastAngle;
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float size = width / (points.size / 3);
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for(int i = 0; i < points.size - 3; i+= 3){
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float x1 = items[i], y1 = items[i + 1], w1 = items[i + 2],
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x2 = items[i + 3], y2 = items[i + 4], w2 = items[i + 5];
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float size = width / (points.size/3);
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float z1 = lastAngle;
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float z2 = -Angles.angleRad(x2, y2, lx, ly);
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for(int i = 0; i < points.size; i += 3){
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float x1 = items[i], y1 = items[i + 1], w1 = items[i + 2];
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float x2, y2, w2;
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//last position is always lastX/Y/W
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if(i < points.size - 3){
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x2 = items[i + 3];
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y2 = items[i + 4];
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w2 = items[i + 5];
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}else{
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x2 = lastX;
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y2 = lastY;
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w2 = lastW;
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}
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float z2 = -Angles.angleRad(x1, y1, x2, y2);
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//end of the trail (i = 0) has the same angle as the next.
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float z1 = i == 0 ? z2 : lastAngle;
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if(w1 <= 0.001f || w2 <= 0.001f) continue;
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float cx = Mathf.sin(z1) * i/3f * size * w1, cy = Mathf.cos(z1) * i/3f * size * w1,
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nx = Mathf.sin(z2) * (i/3f + 1) * size * w2, ny = Mathf.cos(z2) * (i/3f + 1) * size * w2;
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Fill.quad(x1 - cx, y1 - cy, x1 + cx, y1 + cy, x2 + nx, y2 + ny, x2 - nx, y2 - ny);
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float
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cx = Mathf.sin(z1) * i/3f * size * w1,
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cy = Mathf.cos(z1) * i/3f * size * w1,
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nx = Mathf.sin(z2) * (i/3f + 1) * size * w2,
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ny = Mathf.cos(z2) * (i/3f + 1) * size * w2;
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Fill.quad(
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x1 - cx, y1 - cy,
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x1 + cx, y1 + cy,
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x2 + nx, y2 + ny,
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x2 - nx, y2 - ny
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);
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lastAngle = z2;
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lx = x2;
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ly = y2;
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}
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Draw.reset();
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@@ -89,19 +113,21 @@ public class Trail{
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/** Adds a new point to the trail at intervals. */
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public void update(float x, float y, float width){
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if((counter += Time.delta) >= 0.99f){
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//TODO fix longer trails at low FPS
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if((counter += Time.delta) >= 1f){
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if(points.size > length*3){
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points.removeRange(0, 2);
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}
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lastAngle = -Angles.angleRad(x, y, lastX, lastY);
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points.add(x, y, width);
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lastX = x;
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lastY = y;
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counter = 0f;
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counter %= 1f;
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}
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//update last position regardless, so it joins
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lastAngle = -Angles.angleRad(x, y, lastX, lastY);
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lastX = x;
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lastY = y;
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lastW = width;
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}
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}
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