feat:二维向量类,Animation类
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@ -136,6 +136,7 @@
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<ClCompile Include="main.cpp" />
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="animation.h" />
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<ClInclude Include="config_manager.h" />
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<ClInclude Include="enemy_type.h" />
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<ClInclude Include="game_manager.h" />
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@ -145,6 +146,7 @@
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<ClInclude Include="route.h" />
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<ClInclude Include="tile.h" />
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<ClInclude Include="timer.h" />
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<ClInclude Include="vector2.h" />
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<ClInclude Include="wave.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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@ -62,5 +62,11 @@
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<ClInclude Include="timer.h">
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<Filter>头文件</Filter>
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</ClInclude>
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<ClInclude Include="animation.h">
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<Filter>头文件</Filter>
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</ClInclude>
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<ClInclude Include="vector2.h">
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<Filter>头文件</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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109
TdGame/TdGame/animation.h
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109
TdGame/TdGame/animation.h
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@ -0,0 +1,109 @@
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#pragma once
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#ifndef _ANIMATION_H_
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#define _ANIMATION_H_
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#include "timer.h"
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#include <SDL.h>
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#include <vector>
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#include <functional>
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class Animation
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{
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public:
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//表示一个可以存储和调用无参数且无返回值的可调用对象类型。
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typedef std::function<void()> PlayCallBack;
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public:
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Animation()
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{
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timer.set_one_shot(false);
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timer.set_on_timeout
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(
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//[&]表示 lambda 表达式按引用捕获外部作用域的所有变量。这样,可以在 lambda 表达式中使用并修改这些变量。
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[&]()
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{
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idx_frame++;
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if (idx_frame >= rect_src_list.size())
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{
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idx_frame = is_loop ? 0 : rect_src_list.size() - 1;
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if (!is_loop && on_finished)
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on_finished();
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}
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}
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);
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}
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~Animation() = default;
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void reset()
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{
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timer.restart();
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idx_frame = 0;
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}
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void set_frame_data(SDL_Texture* texture, int num_x, int num_y, const std::vector<int>& idx_list)
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{
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int width_tex, height_tex;
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this->texture = texture;
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SDL_QueryTexture(texture, nullptr, nullptr, &width_tex, &height_tex);
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width_frame = width_tex / num_x, height_frame = height_tex / num_y;
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rect_src_list.resize(idx_list.size());
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for (size_t i = 0; i < idx_list.size(); i++)
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{
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int idx = idx_list[i];
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SDL_Rect& rect_src = rect_src_list[i];
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rect_src.x = (idx % num_x) * width_frame;
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rect_src.y = (idx / num_x) * height_frame;
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rect_src.w = width_frame; rect_src.h = height_frame;
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};
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}
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void set_loop(bool is_loop)
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{
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this->is_loop = is_loop;
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}
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void set_interval(double interval)
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{
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timer.set_wait_time(interval);
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}
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void set_on_finished(PlayCallBack on_finished)
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{
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this->on_finished = on_finished;
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}
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void on_update(double delta)
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{
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timer.on_update(delta);
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}
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//渲染器,渲染位置,角度(可能是旋转)
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void on_render(SDL_Renderer* renderer, const SDL_Point& pos_dst, double angle = 0)const
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{
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static SDL_Rect rect_dst;
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rect_dst.x = pos_dst.x; rect_dst.y = pos_dst.y;
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rect_dst.w = width_frame; rect_dst.h = height_frame;
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//渲染器,纹理,裁剪矩形,目标矩形,角度,旋转中心点(默认1/2),翻转
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SDL_RenderCopyEx(renderer, texture, &rect_src_list[idx_frame], &rect_dst, 0, nullptr, SDL_RendererFlip::SDL_FLIP_NONE);
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}
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private:
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Timer timer;
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//动画是否循环(角色动画能循环,特效动画不能)
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bool is_loop = true;
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//记录当前播放第几帧
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size_t idx_frame = 0;
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PlayCallBack on_finished;
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//动画所用纹理
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SDL_Texture* texture = nullptr;
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std::vector<SDL_Rect> rect_src_list;
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int width_frame = 0, height_frame = 0;
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};
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#endif // ! _ANIMATION_H_
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@ -50,6 +50,7 @@ public:
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{
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bool can_shot = (!one_shot || (one_shot && !shotted));
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shotted = true;
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//如果能触发,且超时函数已经设置
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if (can_shot && on_timeout)
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on_timeout;
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@ -59,16 +60,16 @@ public:
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private:
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//创建计时器开始过去多少时间
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double pass_time = 0;
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//等待多久触发定时器
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//触发定时器前等待时间
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double wait_time = 0;
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//标注计时器是否暂停
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bool paused = false;
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//如果是单次触发,记录状态,不可再次触发
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//如果是单次触发,记录触发状态,不可再次触发
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bool shotted = false;
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//是否是单次触发
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bool one_shot = false;
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//回调函数,表示超时应该处理什么
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std::function<void()> on_timeout;
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};
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88
TdGame/TdGame/vector2.h
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88
TdGame/TdGame/vector2.h
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#pragma once
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#ifndef _VECTOR2_H_
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#define _VECTOR2_H_
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#include <cmath>
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class Vector2
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{
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public:
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double x = 0;
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double y = 0;
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public:
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Vector2() = default;
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~Vector2() = default;
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Vector2(double x, double y)
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:x(x), y(y) {}
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Vector2 operator+(const Vector2& vec) const
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{
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return Vector2(x + vec.x, y + vec.y);
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}
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void operator+=(const Vector2& vec)
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{
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x += vec.x; y += vec.y;
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}
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Vector2 operator-(const Vector2& vec) const
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{
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return Vector2(x - vec.x, y - vec.y);
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}
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void operator-=(const Vector2& vec)
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{
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x -= vec.x; y -= vec.y;
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}
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Vector2 operator*(const Vector2& vec)const
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{
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return Vector2(x * vec.x , y* vec.y);
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}
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void operator*=(double val)
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{
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x *= val, y *= val;
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}
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bool operator==(const Vector2& vec)const
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{
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return x == vec.x && y == vec.y;
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}
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bool operator>(const Vector2& vec)const
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{
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return length() > vec.length();
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}
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bool operator<(const Vector2& vec)const
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{
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return length() < vec.length();
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}
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//ÏòÁ¿³¤¶È
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double length() const
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{
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return sqrt(x * x + y * y);
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}
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//µ¥Î»ÏòÁ¿
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Vector2 normalize() const
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{
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double len = length();
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if (len == 0)
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return Vector2(0, 0);
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return Vector2(x / len, y / len);
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}
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bool approx_zero() const
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{
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return length() < 0.00001;
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}
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};
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#endif
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