Refactoring the ray class to extend a line class
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56
src/Ray.java
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56
src/Ray.java
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import processing.core.PApplet;
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import processing.core.PVector;
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import java.util.ArrayList;
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import static processing.core.PApplet.*;
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public class Ray extends Line{
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//takes the starting position of the ray, the length of the ray, and it's casting angle (radians)
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Ray(Vector startPosition, float angle){
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super(startPosition, startPosition.add(new Vector(cos(angle), sin(angle))));
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}
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public void drawRay(PApplet proc){
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proc.line(position.x, position.y, position.add(direction).x, position.add(direction).y);
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}
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//checks to see at what coordinate the ray will collide with an object and sets the ray length to meet that point.
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public void castRay(ArrayList<Wall> walls){
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float maxRange = 1000;
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for(Wall wall : walls){
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// TODO: find the intersection between the wall and ray.
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}
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}
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public Vector getPos(){ return this.position;}
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public float getRayLength(){return this.direction.mag();}
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public float getAngle(){return atan2(this.direction.y, this.direction.x);}
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public boolean hasCollided(){
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return this.direction.mag() == 0;
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}
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//returns the absolute position of the point
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public Vector getPoint(){
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if(this.direction.mag() == 0){
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return new Vector();
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}
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return this.position.add(this.direction);
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}
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public void setPos(Vector newPosition){
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this.position = newPosition;
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}
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public void setRayLength(int rayLength){this.direction = this.direction.normalize().mul(rayLength)}
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public void setAngle(float angle){
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float distance = this.direction.mag();
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this.direction = new Vector(cos(angle), sin(angle)).mul(distance);
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}
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}
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