Difference between revisions of "TMap.RayCastVector"
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v2.Y := Random(-100,100); | v2.Y := Random(-100,100); | ||
− | if | + | if RayCastVector(v1,v2,FALSE,FALSE,FALSE,FALSE,0) then |
WriteLn('No Vision') | WriteLn('No Vision') | ||
else | else |
Latest revision as of 17:57, 22 August 2013
function RayCastVector(A, B: TVector; Player, Flag, Bullet, CheckCollider: Boolean; Team: Byte): Boolean A: Coordinates of a starting point B: Coordinates of another point Player: if TRUE, Player collide polygons will be checked Flag: if TRUE, Flag collide polygons will be checked Bullet: if TRUE, Bullet collide polygons will be checked CheckCollider: if TRUE, colliders will be checked Team: if Player or Flag are TRUE, Team defines which team colliders are checked Result: FALSE if there are no colliders between the points, TRUE if there are
Description
This function will check whether there are colliders between two coordinates on the map.
It's equivalent to RayCast, although it takes TVectors as arguments.
Example
Please check RayCast for more complex example as the differences are trivial.
var
v1,v2: TVector;
begin
v1.X := Random(-100,100);
v1.Y := Random(-100,100);
v2.X := Random(-100,100);
v2.Y := Random(-100,100);
if RayCastVector(v1,v2,FALSE,FALSE,FALSE,FALSE,0) then
WriteLn('No Vision')
else
WriteLn("Vision');
end.