Improve multiplayer

This commit is contained in:
schmelczerandras 2020-10-08 13:16:05 +02:00 committed by Schmelczer András
parent 220b20476f
commit 37954e2ef1
29 changed files with 321 additions and 267 deletions

View file

@ -8,11 +8,14 @@ import {
MoveActionCommand,
serializesTo,
clamp,
last,
Circle,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { Physical } from '../physics/physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { Spring } from './spring';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements Physical {
@ -27,6 +30,7 @@ export class CharacterPhysical extends CharacterBase implements Physical {
public rightFoot: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
protected commandExecutors: CommandExecutors = {
[StepCommand.type]: this.step.bind(this),
@ -34,11 +38,11 @@ export class CharacterPhysical extends CharacterBase implements Physical {
};
private static readonly headOffset = vec2.fromValues(0, 40);
private static readonly leftFootOffset = vec2.fromValues(-20, -10);
private static readonly rightFootOffset = vec2.fromValues(20, -10);
private static readonly leftFootOffset = vec2.fromValues(-20, -35);
private static readonly rightFootOffset = vec2.fromValues(20, -35);
constructor(private readonly container: PhysicalContainer) {
super(id(), undefined, undefined, undefined);
super(id());
this.head = new CirclePhysical(
vec2.clone(CharacterPhysical.headOffset),
50,
@ -76,6 +80,10 @@ export class CharacterPhysical extends CharacterBase implements Physical {
return this;
}
public get center(): vec2 {
return this.head.center;
}
public distance(target: vec2): number {
return (
Math.min(
@ -87,92 +95,82 @@ export class CharacterPhysical extends CharacterBase implements Physical {
}
private sumAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
return vec2.create();
direction = vec2.clone(this.lastMovementAction.direction);
} else {
direction = this.movementActions.reduce(
(sum, current) => vec2.add(sum, sum, current.direction),
vec2.create(),
);
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
const movementForce = this.movementActions.reduce(
(sum, current) => vec2.add(sum, sum, current.delta),
vec2.create(),
);
vec2.scale(movementForce, movementForce, 1 / this.movementActions.length);
this.movementActions = [];
return movementForce;
return direction;
}
public step(c: StepCommand) {
const deltaTime = c.deltaTimeInMiliseconds;
this.head.applyForce(settings.gravitationalForce, deltaTime);
this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
const movementForce = this.sumAndResetMovementActions();
const deltaTime = c.deltaTimeInMiliseconds / 1000;
const direction = this.sumAndResetMovementActions();
const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
if (isAirborne) {
this.jumpEnergyLeft -= deltaTime;
} else {
this.jumpEnergyLeft = settings.defaultJumpEnergy;
}
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? deltaTime * settings.maxAccelerationY : 0;
this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
vec2.set(
movementForce,
clamp(movementForce.x, -xMax, xMax),
clamp(movementForce.y, -yMax, yMax),
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
const movementForce = vec2.multiply(
direction,
direction,
vec2.fromValues(xMax, yMax),
);
const sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
Spring.step(new Circle(headPosition, 0), this.head, 0, 30, deltaTime);
const footDistance = vec2.distance(
CharacterPhysical.headOffset,
CharacterPhysical.leftFootOffset,
);
Spring.step(
new Circle(this.head.center, this.head.radius),
this.leftFoot,
footDistance,
25,
deltaTime,
);
Spring.step(
new Circle(this.head.center, this.head.radius),
this.rightFoot,
footDistance,
25,
deltaTime,
);
Spring.step(
this.leftFoot,
this.rightFoot,
vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
100,
deltaTime,
);
this.head.applyForce(movementForce, deltaTime);
this.leftFoot.applyForce(movementForce, deltaTime);
this.rightFoot.applyForce(movementForce, deltaTime);
const bodyCenter = vec2.subtract(
vec2.create(),
this.head.center,
CharacterPhysical.headOffset,
);
const leftFootPositon = vec2.add(
vec2.create(),
bodyCenter,
CharacterPhysical.leftFootOffset,
);
const rightFootPositon = vec2.add(
vec2.create(),
bodyCenter,
CharacterPhysical.rightFootOffset,
);
const leftFootDelta = vec2.subtract(
vec2.create(),
this.leftFoot.center,
leftFootPositon,
);
const rightFootDelta = vec2.subtract(
vec2.create(),
this.rightFoot.center,
rightFootPositon,
);
if (vec2.squaredLength(leftFootDelta) > 0) {
vec2.scale(leftFootDelta, leftFootDelta, 0.001);
this.head.applyForce(leftFootDelta, deltaTime);
vec2.scale(leftFootDelta, leftFootDelta, -4);
this.leftFoot.applyForce(leftFootDelta, deltaTime);
}
if (vec2.squaredLength(rightFootDelta) > 0) {
vec2.scale(rightFootDelta, rightFootDelta, 0.001);
this.head.applyForce(rightFootDelta, deltaTime);
vec2.scale(rightFootDelta, rightFootDelta, -4);
this.rightFoot.applyForce(rightFootDelta, deltaTime);
}
this.head.applyForce(settings.gravitationalForce, deltaTime);
this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
this.head.step(deltaTime);
this.leftFoot.step(deltaTime);

View file

@ -62,7 +62,7 @@ export class CirclePhysical implements Circle, Physical {
return vec2.distance(target, this.center) - this.radius;
}
public distanceBetween(target: CirclePhysical): number {
public distanceBetween(target: Circle): number {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
@ -94,17 +94,17 @@ export class CirclePhysical implements Circle, Physical {
this._boundingBox.yMax = this.center.y + this._radius;
}
public applyForce(force: vec2, timeInMilliseconds: number) {
public applyForce(force: vec2, timeInSeconds: number) {
vec2.add(
this.velocity,
this.velocity,
vec2.scale(vec2.create(), force, timeInMilliseconds),
vec2.scale(vec2.create(), force, timeInSeconds),
);
vec2.set(
this.velocity,
clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
this.velocity.y,
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
);
}
@ -112,14 +112,15 @@ export class CirclePhysical implements Circle, Physical {
this.velocity = vec2.create();
}
public step(timeInMilliseconds: number): boolean {
public step(deltaTimeInSeconds: number): boolean {
vec2.scale(
this.velocity,
this.velocity,
Math.pow(settings.velocityAttenuation, timeInMilliseconds),
Math.pow(settings.velocityAttenuation, deltaTimeInSeconds),
);
const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
const distance = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
const distanceLength = vec2.length(distance);
const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
vec2.scale(distance, distance, 1 / stepCount);
@ -127,13 +128,20 @@ export class CirclePhysical implements Circle, Physical {
let wasHit = false;
for (let i = 0; i < stepCount; i++) {
const { normal, tangent, hitSurface } = moveCircle(
const { tangent, hitSurface } = moveCircle(
this,
distance,
vec2.clone(distance),
this.container.findIntersecting(this.boundingBox),
);
if (hitSurface) {
vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
if (
vec2.length(this.velocity) <
settings.frictionMinVelocity * deltaTimeInSeconds
) {
this.velocity = vec2.create();
}
wasHit = true;
}
}

View file

@ -0,0 +1,37 @@
import { vec2 } from 'gl-matrix';
import { Circle } from 'shared';
import { CirclePhysical } from './circle-physical';
export class Spring {
constructor(
private a: CirclePhysical | Circle,
private b: CirclePhysical | Circle,
private distance: number,
private strength: number,
) {}
public step(deltaTimeInSeconds: number) {
Spring.step(this.a, this.b, this.distance, this.strength, deltaTimeInSeconds);
}
public static step(
a: CirclePhysical | Circle,
b: CirclePhysical | Circle,
distance: number,
strength: number,
deltaTimeInSeconds: number,
) {
const length = vec2.dist(a.center, b.center) - distance;
const abDirection = vec2.subtract(vec2.create(), b.center, a.center);
vec2.normalize(abDirection, abDirection);
const force = vec2.scale(abDirection, abDirection, strength * length);
if (a instanceof CirclePhysical) {
a.applyForce(force, deltaTimeInSeconds);
}
if (b instanceof CirclePhysical) {
vec2.scale(force, force, -1);
b.applyForce(force, deltaTimeInSeconds);
}
}
}