Fix some issues
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parent
c0a588fb73
commit
1ce961d6c2
27 changed files with 432 additions and 200 deletions
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@ -10,7 +10,6 @@ import {
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ReactsToCollision,
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reactsToCollision,
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} from '../physics/physicals/reacts-to-collision';
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import { Physical } from '../physics/physicals/physical';
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@serializesTo(Circle)
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export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
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@ -99,7 +98,6 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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public step2(
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deltaTimeInSeconds: number,
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additionalCollider?: Physical,
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): { hitObject: GameObject | undefined; velocity: vec2 } {
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let delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
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@ -109,10 +107,6 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
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this.radius -= vec2.length(delta);
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if (additionalCollider) {
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intersecting.push(additionalCollider);
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}
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let { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
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if (hitSurface) {
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@ -4,12 +4,13 @@ import {
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settings,
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MoveActionCommand,
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serializesTo,
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clamp,
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last,
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GameObject,
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Circle,
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PlayerCharacterBase,
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CharacterTeam,
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PropertyUpdatesForObject,
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UpdateProperty,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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@ -33,7 +34,7 @@ export class PlayerCharacterPhysical
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private static readonly feetRadius = 20;
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private projectileStrength = settings.playerMaxStrength;
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// offsets are meassured from (0, 0)
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// offsets are measured from (0, 0)
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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
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@ -87,6 +88,10 @@ export class PlayerCharacterPhysical
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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private headVelocity = new Circle(vec2.create(), 0);
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private leftFootVelocity = new Circle(vec2.create(), 0);
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private rightFootVelocity = new Circle(vec2.create(), 0);
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constructor(
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name: string,
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killCount: number,
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@ -220,25 +225,78 @@ export class PlayerCharacterPhysical
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this.movementActions = [];
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}
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return vec2.normalize(direction, direction);
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return vec2.length(direction) > 0
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? vec2.normalize(direction, direction)
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: vec2.create();
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}
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private animateScaling(q: number) {
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this.remoteCall(
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'updateCircles',
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new Circle(this.head.center, PlayerCharacterPhysical.headRadius * q),
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new Circle(this.leftFoot.center, PlayerCharacterPhysical.feetRadius * q),
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new Circle(this.rightFoot.center, PlayerCharacterPhysical.feetRadius * q),
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this.head.radius = PlayerCharacterPhysical.headRadius * q;
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this.leftFoot.radius = this.rightFoot.radius = PlayerCharacterPhysical.feetRadius * q;
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}
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public getPropertyUpdates(): PropertyUpdatesForObject {
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return new PropertyUpdatesForObject(this.id, [
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new UpdateProperty('head', this.head, this.headVelocity),
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new UpdateProperty('leftFoot', this.leftFoot, this.leftFootVelocity),
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new UpdateProperty('rightFoot', this.rightFoot, this.rightFootVelocity),
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]);
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}
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private setPropertyUpdates(
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oldHead: Circle,
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oldLeftFoot: Circle,
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oldRightFoot: Circle,
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deltaTime: number,
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) {
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this.headVelocity = new Circle(
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vec2.scale(
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oldHead.center,
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vec2.subtract(oldHead.center, this.head.center, oldHead.center),
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1 / deltaTime,
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),
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(this.head.radius - oldHead.radius) / deltaTime,
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);
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this.leftFootVelocity = new Circle(
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vec2.scale(
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oldLeftFoot.center,
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vec2.subtract(oldLeftFoot.center, this.leftFoot.center, oldLeftFoot.center),
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1 / deltaTime,
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),
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(this.leftFoot.radius - oldLeftFoot.radius) / deltaTime,
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);
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this.rightFootVelocity = new Circle(
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vec2.scale(
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oldRightFoot.center,
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vec2.subtract(oldRightFoot.center, this.rightFoot.center, oldRightFoot.center),
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1 / deltaTime,
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),
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(this.rightFoot.radius - oldRightFoot.radius) / deltaTime,
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);
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this.animateScaling(1);
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}
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public step(deltaTime: number) {
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const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
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const oldLeftFoot = new Circle(
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vec2.clone(this.leftFoot.center),
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this.leftFoot.radius,
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);
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const oldRightFoot = new Circle(
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vec2.clone(this.rightFoot.center),
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this.rightFoot.radius,
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);
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if (this.isDestroyed) {
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if ((this.timeSinceDying += deltaTime) > settings.spawnDespawnTime) {
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this.destroy();
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} else {
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this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
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}
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
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return;
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}
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@ -248,6 +306,7 @@ export class PlayerCharacterPhysical
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} else {
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this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
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}
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
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return;
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}
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@ -262,7 +321,7 @@ export class PlayerCharacterPhysical
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this.currentPlanet?.takeControl(this.team, deltaTime);
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const intersectingWithForcefield = this.container.findIntersecting(
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const intersectingWithForceField = this.container.findIntersecting(
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getBoundingBoxOfCircle(
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new Circle(
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this.center,
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@ -273,15 +332,17 @@ export class PlayerCharacterPhysical
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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this.applyForce(this.leftFoot, movementForce, deltaTime);
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this.applyForce(this.rightFoot, movementForce, deltaTime);
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if (!this.currentPlanet) {
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const leftFootGravity = forceAtPosition(
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this.leftFoot.center,
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intersectingWithForcefield,
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intersectingWithForceField,
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);
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const rightFootGravity = forceAtPosition(
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this.rightFoot.center,
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intersectingWithForcefield,
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intersectingWithForceField,
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);
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this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
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@ -325,22 +386,19 @@ export class PlayerCharacterPhysical
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this.setDirection(gravity, deltaTime);
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}
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this.applyForce(this.leftFoot, movementForce, deltaTime);
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this.applyForce(this.rightFoot, movementForce, deltaTime);
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this.keepPosture(deltaTime);
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this.stepBodyPart(this.leftFoot, deltaTime);
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this.stepBodyPart(this.rightFoot, deltaTime);
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this.stepBodyPart(this.head, deltaTime);
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this.remoteCall('updateCircles', this.head, this.leftFoot, this.rightFoot);
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this.setPropertyUpdates(oldHead, oldLeftFoot, oldRightFoot, deltaTime);
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}
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private setDirection(direction: vec2, deltaTime: number) {
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this.direction = interpolateAngles(
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this.direction,
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Math.atan2(direction.y, direction.x) + Math.PI / 2,
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Math.pow(2, deltaTime),
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0.2,
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);
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}
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@ -351,14 +409,14 @@ export class PlayerCharacterPhysical
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center,
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PlayerCharacterPhysical.leftFootOffset,
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deltaTime,
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150,
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3000,
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);
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this.springMove(
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this.rightFoot,
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center,
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PlayerCharacterPhysical.rightFootOffset,
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deltaTime,
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150,
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3000,
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);
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this.springMove(
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@ -366,7 +424,7 @@ export class PlayerCharacterPhysical
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center,
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PlayerCharacterPhysical.headOffset,
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deltaTime,
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350,
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7000,
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);
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}
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@ -381,15 +439,26 @@ export class PlayerCharacterPhysical
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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const positionDelta = vec2.subtract(vec2.create(), desiredPosition, object.center);
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const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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const positionDeltaLength = vec2.length(positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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positionDeltaLength ** 2 * deltaTime * strength,
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);
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object.applyForce(positionDelta, deltaTime);
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if (positionDeltaLength > 0) {
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const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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positionDeltaLength ** 2 * deltaTime * strength,
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);
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if (vec2.length(positionDelta) * deltaTime * deltaTime > positionDeltaLength) {
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vec2.scale(
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positionDelta,
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positionDelta,
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positionDeltaLength / (vec2.length(positionDelta) * deltaTime * deltaTime),
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);
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}
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object.applyForce(positionDelta, deltaTime);
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}
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}
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private stepBodyPart(part: CirclePhysical, deltaTime: number) {
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@ -406,12 +475,6 @@ export class PlayerCharacterPhysical
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circle.velocity,
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vec2.scale(vec2.create(), force, timeInSeconds),
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);
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vec2.set(
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circle.velocity,
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clamp(circle.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
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clamp(circle.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
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);
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}
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public kill() {
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@ -6,6 +6,8 @@ import {
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ProjectileBase,
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GameObject,
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CharacterTeam,
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PropertyUpdatesForObject,
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UpdateProperty,
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} from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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@ -98,6 +100,12 @@ export class ProjectilePhysical
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}
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}
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public getPropertyUpdates(): PropertyUpdatesForObject {
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return new PropertyUpdatesForObject(this.id, [
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new UpdateProperty('center', this.center, this.velocity),
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]);
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}
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public step(deltaTime: number) {
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super.step(deltaTime);
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@ -127,7 +135,5 @@ export class ProjectilePhysical
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vec2.copy(this.object.velocity, this.velocity);
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const { velocity } = this.object.step2(deltaTime);
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vec2.copy(this.velocity, velocity);
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this.remoteCall('setCenter', this.center);
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}
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}
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