This is XWBullet.m in view mode; [Download] [Up]
#import "XWBullet.h" #import "XoxWars.h" extern int xw_nastyShots; extern int xw_bulletMass; @implementation XWBullet - activate:sender :(int)tag { NXSize tsize = {8,8}; NXSize t2 = {4, 4}; Actor *dude = (Actor *)sender; float xfactor = -sin(dude->theta), yfactor = cos(dude->theta); float bulletDistance = xw_nastyShots ? 9 : 4; [super activate:sender :tag]; speed = xw_bulletSpeed; [self reinitWithImage:(dude->alliance == GOOD ? "spbullet0" : "spbullet1") frameSize:&tsize numFrames:8 shape: RECTCIRC alliance: xw_nastyShots ? DESTROYALL : dude->alliance radius: 2 buffered: NO x: dude->x + (dude->radius + bulletDistance) * xfactor y: dude->y + (dude->radius + bulletDistance) * yfactor theta: dude->alliance == GOOD ? 0 : PI vel: dude->vel + speed interval: 80 distToCorner: &t2]; xv = dude->xv + xfactor * speed; yv = dude->yv + yfactor * speed; expireTime = timeInMS + 1900; min_frame = 0; max_frame = 7; return self; } - positionChanged { if (xw_bounce) [self bounceAtDistance: (xOffset) :(yOffset)]; else [self wrapAtDistance: (xOffset+10) :(yOffset+10)]; [super positionChanged]; return self; } #define MAXV 105 - calcDxDy:(NXPoint *)dp { if (xw_gravity && xw_bulletMass) [self swApplyGravity]; if (xv > MAXV) xv = MAXV; else if (xv < -MAXV) xv = -MAXV; if (yv > MAXV) yv = MAXV; else if (yv < -MAXV) yv = -MAXV; return [super calcDxDy:(NXPoint *)dp]; } @end
These are the contents of the former NiCE NeXT User Group NeXTSTEP/OpenStep software archive, currently hosted by Netfuture.ch.