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Camera Snap Bullet Cancel
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function snap(ox, oy, angle, size){ | |
let RECT_RATIO = 2/3; // rect width/height ratio | |
let rect_ang = atan(RECT_RATIO); // angle offset to corners | |
// prepare rect vertices | |
let ax = ox + size*cos(angle - rect_ang); | |
let ay = oy + size*sin(angle - rect_ang); | |
let bx = ox + size*cos(angle + rect_ang); | |
let by = oy + size*sin(angle + rect_ang); | |
let cx = ox + size*cos(angle - rect_ang + 180); | |
let cy = oy + size*sin(angle - rect_ang + 180); | |
// prepare edge vectors and magnitudes | |
let abx = bx-ax; | |
let aby = by-ay; | |
let ab2 = abx*abx + aby*aby; // ab . ab | |
let bcx = cx-bx; | |
let bcy = cy-by; | |
let bc2 = bcx*bcx + bcy*bcy; // bc . bc | |
function is_collided_rect2(px, py){ | |
let proj = (px-ax)*abx + (py-ay)*aby; // ap . ab | |
if(proj < 0 || proj > ab2){ return false; } | |
proj = (px-bx)*bcx + (py-by)*bcy; // bp . bc | |
if(proj < 0 || proj > bc2){ return false; } | |
return true; | |
} | |
// get bullets to check collision for | |
// broad-phase: only bullets within circle circumscribing rect | |
let shots = GetShotIdInCircleA2(ox, oy, size, TARGET_ENEMY); | |
// check collision for all bullets | |
ascent(i in 0..length(shots)){ | |
if(is_collided_rect2(ObjMove_GetX(shots[i]), ObjMove_GetY(shots[i]))){ | |
Obj_Delete(shots[i]); | |
} | |
} | |
} |
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