#include #include "bulletpattern.h" #include BulletPattern1::BulletPattern1(const Vector2& initpos) { num_bullets = steps = 0; color_r = 0; color_g = 1; color_b = 0; bullets = new Bullet[8*32]; unsigned int k = 0; for(unsigned int j = 0; j < 8; j++) { for(float i = 0; i < M_PI; i += 0.1, k++) { bullets[k].pos.x = initpos.x + sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) * 0.09; bullets[k].pos.y = initpos.y + cosf(M_PI_2 + i) * 0.1; bullets[k].dir.x = sinf(j % 2 ? M_PI_2 + i : M_PI - i + M_PI_2) / 1000; bullets[k].dir.y = -0.002; bullets[k].data = j * 24 + i * 6; } } }; void BulletPattern1::update() { steps++; while(num_bullets < 256 && (unsigned int)(bullets[num_bullets].data) < steps) { num_bullets++; } for(unsigned int i = 0; i < num_bullets; i++) { bullets[i].pos += bullets[i].dir; } } BulletPattern2::BulletPattern2(const Vector2& initpos) { num_bullets = steps = 0; color_r = 0.3; color_g = 0.3; color_b = 1.0; bullets = new Bullet[24*16]; unsigned int k = 0; for(unsigned int j = 0; j < 24; j++) { for(float i = 0; i < 2 * M_PI; i += 0.4, k++) { bullets[k].pos = initpos; bullets[k].dir.x = cosf(i) / 40; bullets[k].dir.y = sinf(i) / 40; bullets[k].data.a = j * 10; bullets[k].data.b = i; } } }; void BulletPattern2::update() { steps++; while(num_bullets < 384 && (unsigned int)(bullets[num_bullets].data.a) < steps) { num_bullets++; } for(unsigned int i = 0; i < num_bullets; i++) { float l = bullets[i].data.b - log1pf((steps - bullets[i].data.a)); bullets[i].dir.x = cosf(l) / 500; bullets[i].dir.y = sinf(l) / 500; bullets[i].pos += bullets[i].dir; } } BulletPattern3::BulletPattern3(const Vector2& initpos) { num_bullets = steps = color_g = color_b = 0; color_r = 1; bullets = new Bullet[512]; unsigned int k = 0; for(float i = 0; i < M_PI * 16; i += 0.1) { bullets[k].pos.x = initpos.x + cosf(i) * 0.05; bullets[k].pos.y = initpos.y + sinf(i) * 0.05; bullets[k].dir.x = cosf(i) / 1000.0; bullets[k++].dir.y = sinf(i) / 1000.0; } } void BulletPattern3::update() { steps++; while(num_bullets < 503 && num_bullets / 2 < steps) { num_bullets++; } for(unsigned int i = 0; i < num_bullets; i++) { bullets[i].pos += bullets[i].dir; } } BulletPattern4::BulletPattern4(const Vector2& initpos) { num_bullets = steps = 0; color_r = 1.0; color_g = 1.0; color_b = 0.0; bullets = new Bullet[24*16]; unsigned int k = 0; for(unsigned int j = 0; j < 24; j++) { for(float i = 0; i < 2 * M_PI; i += 0.4, k++) { bullets[k].pos = initpos; bullets[k].dir.x = cosf(i) * 0.002; bullets[k].dir.y = sinf(i) * 0.002; bullets[k].data.a = j * 10; bullets[k].data.b = i; } } }; void BulletPattern4::update() { steps++; while(num_bullets < 384 && (unsigned int)(bullets[num_bullets].data.a) < steps) { num_bullets++; } Matrix2 m = rotation_matrix(cos(steps * 0.010) * 0.005); for(unsigned int i = 0; i < num_bullets; i++) { bullets[i].dir = m * bullets[i].dir; bullets[i].pos += bullets[i].dir; } }