Jam10/Scripts/GameUtils.gd

65 lines
2.8 KiB
GDScript

extends Node
# also returns x, y of intersection
static func path_intersects_border(path_from : Vector2, path_to : Vector2, border_pt_a : Vector2, border_pt_b : Vector2):
# y = mx + b
# if path is vertical
if path_from.x == path_to.x:
# if border is vertical
if border_pt_a.x == border_pt_b.x:
return [false, Vector2()]
# if border is not vertical
else:
# if path x is not within range
if path_from.x < min(border_pt_a.x, border_pt_b.x) or path_from.x > max(border_pt_a.x, border_pt_b.x):
return [false, Vector2()]
# find m and b and solve for where border intersects with vertical line
var m = get_m(border_pt_b, border_pt_a)
var b = get_b(border_pt_a, m)
var intersect_y = m * path_from.x + b
var intersects : bool = intersect_y >= min(path_from.y, path_to.y) and intersect_y <= max(path_from.y, path_to.y)
return [intersects, Vector2(path_from.x, intersect_y)]
# else if border is vertical
elif border_pt_a.x == border_pt_b.x:
# if border x is not within range
if border_pt_a.x < min(path_from.x, path_to.x) or border_pt_a.x > max(path_from.x, path_to.x):
return [false, Vector2()]
# find m and b and solve for where border intersects with vertical line
var m = get_m(path_to, path_from)
var b = get_b(path_from, m)
var intersect_y = m * border_pt_a.x + b
return [intersect_y >= min(border_pt_a.y, border_pt_b.y) and intersect_y <= max(border_pt_a.y, border_pt_b.y), Vector2(border_pt_a.x, intersect_y)]
# else if path and border are parallel
elif get_m(path_to, path_from) == get_m(border_pt_b, border_pt_a):
return [false, Vector2()]
else:
var path_m = get_m(path_to, path_from)
var path_b = get_b(path_from, path_m)
var border_m = get_m(border_pt_b, border_pt_a)
var border_b = get_b(border_pt_a, border_m)
# m1x + b1 = m2x + b2
# m1x - m2x = b2 - b1
# x = (b2 - b1) / (m1 - m2)
var intersect_x = (border_b - path_b) / (path_m - border_m)
return [(intersect_x >= min(border_pt_a.x, border_pt_b.x) and intersect_x <= max(border_pt_a.x, border_pt_b.x)
and intersect_x >= min(path_from.x, path_to.x) and intersect_x <= max(path_from.x, path_to.x)), Vector2(intersect_x, path_m * intersect_x + path_b)]
static func get_m(pt_a : Vector2, pt_b : Vector2):
return (pt_b.y - pt_a.y) / (pt_b.x - pt_a.x)
static func get_b(pt : Vector2, m : float):
return pt.y - (m * pt.x)
static func reangle_move(unit, angle_helper):
# pythagoras
var unit_magnitude = sqrt(pow(unit.h_speed, 2) + pow(unit.v_speed, 2))
var helper_magnitude = sqrt(pow(angle_helper[1].x - angle_helper[0].x, 2) + pow(angle_helper[1].y - angle_helper[0].y, 2))
if helper_magnitude == 0:
unit.h_speed = 0
unit.v_speed = 0
return
var factor = unit_magnitude / helper_magnitude
unit.h_speed = (angle_helper[1].x - angle_helper[0].x) * factor
unit.v_speed = (angle_helper[1].y - angle_helper[0].y) * factor