Use floats for less precision (we don't need doubles).
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8551012cac
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@ -11,7 +11,11 @@
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<target name="compile" >
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<mkdir dir="${classes.dir}" />
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<javac includeantruntime="false" srcdir="${src.dir}" destdir="${classes.dir}" />
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<javac includeantruntime="false" srcdir="${src.dir}" destdir="${classes.dir}" >
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<!-- Strict compiler -->
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<!--<compilerarg value="-Xlint:all" />-->
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<!--<compilerarg value="-Werror" />-->
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</javac>
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</target>
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<target name="jar" depends="compile" >
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@ -12,45 +12,45 @@ import java.awt.Shape;
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public class BaseVectorShape {
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private Shape shape;
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private boolean alive;
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private double x, y;
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private double velX, velY;
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private double moveAngle, faceAngle;
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private float x, y;
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private float velX, velY;
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private float moveAngle, faceAngle;
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// Constructor:
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public BaseVectorShape() {
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setShape(null);
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setAlive(false);
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setX(0.0);
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setY(0.0);
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setVelX(0.0);
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setVelY(0.0);
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setMoveAngle(0.0);
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setFaceAngle(0.0);
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setX(0.0f);
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setY(0.0f);
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setVelX(0.0f);
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setVelY(0.0f);
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setMoveAngle(0.0f);
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setFaceAngle(0.0f);
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}
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// Accessor methods:
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public Shape getShape() { return shape; }
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public boolean isAlive() { return alive; }
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public double getX() { return x; }
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public double getY() { return y; }
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public double getVelX() { return velX; }
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public double getVelY() { return velY; }
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public double getMoveAngle() { return moveAngle; }
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public double getFaceAngle() { return faceAngle; }
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public float getX() { return x; }
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public float getY() { return y; }
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public float getVelX() { return velX; }
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public float getVelY() { return velY; }
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public float getMoveAngle() { return moveAngle; }
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public float getFaceAngle() { return faceAngle; }
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// Setter methods:
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public void setShape(Shape shape) { this.shape = shape; }
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public void setAlive(boolean alive) { this.alive = alive; }
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public void setX(double x) { this.x = x; }
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public void incX(double iX) { this.x += iX; }
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public void setY(double y) { this.y = y; }
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public void incY(double iY) { this.y += iY; }
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public void setVelX(double velX) { this.velX = velX; }
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public void incVelX(double iVX) { this.velX += iVX; }
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public void setVelY(double velY) { this.velY = velY; }
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public void incVelY(double iVY) { this.velY += iVY; }
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public void setMoveAngle(double nMA) { this.moveAngle = nMA; }
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public void incMoveAngle(double iMA) { this.moveAngle += iMA; }
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public void setFaceAngle(double nFA) { this.faceAngle = nFA; }
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public void incFaceAngle(double iFA) { this.faceAngle += iFA; }
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public void setX(float x) { this.x = x; }
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public void incX(float iX) { this.x += iX; }
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public void setY(float y) { this.y = y; }
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public void incY(float iY) { this.y += iY; }
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public void setVelX(float velX) { this.velX = velX; }
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public void incVelX(float iVX) { this.velX += iVX; }
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public void setVelY(float velY) { this.velY = velY; }
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public void incVelY(float iVY) { this.velY += iVY; }
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public void setMoveAngle(float nMA) { this.moveAngle = nMA; }
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public void incMoveAngle(float iMA) { this.moveAngle += iMA; }
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public void setFaceAngle(float nFA) { this.faceAngle = nFA; }
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public void incFaceAngle(float iFA) { this.faceAngle += iFA; }
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}
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@ -20,11 +20,11 @@ public class Ship extends BaseVectorShape {
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private boolean turnRight = false;
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// Acceleration variables
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private double accelerateX;
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private double accelerateY;
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private float accelerateX;
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private float accelerateY;
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// Constructor:
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public Ship(double nx, double ny) {
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public Ship(float nx, float ny) {
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setX(nx);
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setY(ny);
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setShape(new Polygon(shipx, shipy, shipx.length));
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@ -35,8 +35,8 @@ public class Ship extends BaseVectorShape {
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public void update() {
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if(accelerate) {
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setMoveAngle(getFaceAngle() - 90);
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accelerateX = calcAngleMoveX(getMoveAngle()) * 0.1;
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accelerateY = calcAngleMoveY(getMoveAngle()) * 0.1;
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accelerateX = calcAngleMoveX(getMoveAngle()) * 0.1f;
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accelerateY = calcAngleMoveY(getMoveAngle()) * 0.1f;
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incVelX(accelerateX);
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incVelY(accelerateY);
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} else {
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@ -63,19 +63,19 @@ public class Ship extends BaseVectorShape {
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return r;
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}
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public double getAccelX() { return accelerateX; }
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public double getAccelY() { return accelerateY; }
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public float getAccelX() { return accelerateX; }
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public float getAccelY() { return accelerateY; }
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// Setter methods:
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public void setAccelerate(boolean accel) { this.accelerate = accel; }
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public void setAccelX(double aX) { this.accelerateX = aX; }
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public void setAccelY(double aY) { this.accelerateY = aY; }
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public void incAccelX(double iaX) { this.accelerateX += iaX; }
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public void incAccelY(double iaY) { this.accelerateY += iaY; }
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public void setAccelX(float aX) { this.accelerateX = aX; }
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public void setAccelY(float aY) { this.accelerateY = aY; }
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public void incAccelX(float iaX) { this.accelerateX += iaX; }
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public void incAccelY(float iaY) { this.accelerateY += iaY; }
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public void setTurnLeft(boolean tL) { this.turnLeft = tL; }
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public void setTurnRight(boolean tR) { this.turnRight = tR; }
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// Methods used for calculations:
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public double calcAngleMoveX(double angle) { return (double) (Math.cos(angle * Math.PI / 180)); }
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public double calcAngleMoveY(double angle) { return (double) (Math.sin(angle * Math.PI / 180)); }
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public float calcAngleMoveX(float angle) { return (float)Math.cos(angle * Math.PI / 180); }
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public float calcAngleMoveY(float angle) { return (float)Math.sin(angle * Math.PI / 180); }
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}
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