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#include <cmath>
#include "bulletpattern.h"
#include <wriggle/matrix.h>
BulletPattern1::BulletPattern1(const Vector2& initpos) {
num_bullets = steps = 0;
color_r = 0;
color_g = 1;
color_b = 0;
bullets = new Bullet[8*32];
int k = 0;
for(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(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];
int k = 0;
for(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(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];
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(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];
int k = 0;
for(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(int i = 0; i < num_bullets; i++) {
bullets[i].dir = m * bullets[i].dir;
bullets[i].pos += bullets[i].dir;
}
}
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