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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2024-11-16 01:17:10 -05:00
OpenDiablo2/d2core/d2map/d2mapentity/missile.go
lord 1275a7f654
D2item hover highlight + name (#656)
* added highlight to animated entity

* moving provider functions for item, missile, npc, player into package export file d2mapentity.go

* changed `Create` to `New` in map entity provider functions

* add item highlight on hover

* add Name method to item entity
2020-07-31 17:55:11 -04:00

46 lines
1.2 KiB
Go

package d2mapentity
import (
"math"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2data/d2datadict"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2math/d2vector"
)
// Missile is a simple animated entity representing a projectile,
// such as a spell or arrow.
type Missile struct {
*AnimatedEntity
record *d2datadict.MissileRecord
}
// GetPosition returns the position of the missile
func (m *Missile) GetPosition() d2vector.Position {
return m.AnimatedEntity.Position
}
// GetVelocity returns the velocity vector of the missile
func (m *Missile) GetVelocity() d2vector.Vector {
return m.AnimatedEntity.velocity
}
// SetRadians adjusts the entity target based on it's range, rotating it's
// current destination by the value of angle in radians.
func (m *Missile) SetRadians(angle float64, done func()) {
r := float64(m.record.Range)
x := m.Position.X() + (r * math.Cos(angle))
y := m.Position.Y() + (r * math.Sin(angle))
m.setTarget(d2vector.NewPosition(x, y), done)
}
// Advance is called once per frame and processes a
// single game tick.
func (m *Missile) Advance(tickTime float64) {
// TODO: collision detection
m.Step(tickTime)
m.AnimatedEntity.Advance(tickTime)
}