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| | Wall (Vector2D start, Vector2D end, boolean visible) |
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| | Wall (String name, Vector2D start, Vector2D end, boolean visible) |
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| Vector2D | getStartPos () |
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| Vector2D | getEndPos () |
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| Vector2D | norm () |
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| boolean | isEitherSide (double x0, double y0, double x1, double y1) |
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| boolean | isInDomain (Domain view) |
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| boolean | isOver (double px, double py) |
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| | BaseEntity () |
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| | BaseEntity (String name) |
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| | BaseEntity (String entityName, Vector2D entityPos, double entityColRadius) |
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| int | ID () |
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| void | updateFSM (double deltaTime, World world) |
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| FiniteStateMachine | FSM () |
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| boolean | hasFSM () |
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| void | addFSM () |
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| boolean | removeFSM () |
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| int | Z () |
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| BaseEntity | Z (int z) |
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| boolean | isVisible () |
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| BaseEntity | visible (boolean visible) |
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| double | colRadius () |
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| BaseEntity | colRadius (double colRadius) |
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| boolean | isOverLapAllowed () |
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| BaseEntity | overLapAllowed (boolean overLapAllowed) |
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| boolean | isInDomain (Domain view) |
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| boolean | isOver (double px, double py) |
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| BaseEntity | renderer (Picture renderer) |
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| Picture | renderer () |
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| void | die (World world, double timeToLive) |
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| void | born (World world, double timeToLive) |
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| BaseEntity | moveTo (double x, double y) |
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| BaseEntity | moveTo (Vector2D p) |
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| BaseEntity | moveBy (double x, double y) |
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| BaseEntity | moveBy (Vector2D p) |
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| Vector2D | pos () |
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| BaseEntity | name (String name) |
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| String | name () |
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| boolean | isEitherSide (double x0, double y0, double x1, double y1) |
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| boolean | isEitherSide (Vector2D p0, Vector2D p1) |
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| void | update (double deltaTime, World world) |
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| void | draw (World world) |
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| void | draw (double elapsedTime, World world) |
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| int | compareTo (BaseEntity o) |
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| String | toString () |
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This class represents a wall.
A wall is used to constrain the movement of Vehicle entities that are using 'wall avoidance' in their steering behaviour. A vehicle will not pass through a wall from the 'outside' but will pass through from the inside (i.e. a one-way wall!).
If you image the wall to be the radius of a circle with the wall start position at the centre and the end position on the circumference, then the clockwise side is considered to be the 'outside' and the anti-clockwise side the 'inside'. So be careful which way you define the wall end-points.
- Author
- Peter Lager