Add projectile damage

This commit is contained in:
schmelczerandras 2020-10-12 21:46:23 +02:00
parent f9f6825776
commit 555be9d602
14 changed files with 111 additions and 40 deletions

11
backend/Dockerfile Normal file
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@ -0,0 +1,11 @@
FROM node:14.13.0-alpine3.10
COPY package.json .
RUN npm install --production
COPY dist/main.js main.js
EXPOSE 3000
CMD [ "node", "main.js" ]

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@ -95,7 +95,7 @@ const handlePhysics = () => {
}
objects.stepObjects(delta);
players.forEach((p) => p.sendObjects());
players.forEach((p) => p.step(delta));
const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
deltas.push(physicsDelta);

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@ -71,7 +71,7 @@ export const createDungeon = (objectContainer: PhysicalContainer) => {
Random.getRandomInRange(0.5, 1),
),
),
Random.getRandomInRange(0.75, 1.5),
Random.getRandomInRange(0.25, 1),
),
);
}

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@ -7,24 +7,26 @@ import {
serializesTo,
clamp,
last,
GameObject,
} from 'shared';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { Spring } from './spring';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
private jumpEnergyLeft = settings.defaultJumpEnergy;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
public bound: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
@ -34,6 +36,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
private static readonly headOffset = vec2.fromValues(0, 40);
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
private static readonly leftFootOffset = vec2.fromValues(-20, -35);
private static readonly rightFootOffset = vec2.fromValues(20, -35);
@ -44,35 +48,44 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
super(id(), colorIndex);
this.head = new CirclePhysical(
vec2.clone(CharacterPhysical.headOffset),
50,
CharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.leftFootOffset),
20,
CharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.rightFootOffset),
20,
CharacterPhysical.feetRadius,
this,
container,
);
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
this.bound = new CirclePhysical(
vec2.create(),
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2,
this,
container,
);
}
private _boundingBox?: ImmutableBoundingBox;
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
this._boundingBox = (this.head as CirclePhysical).boundingBox;
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
other.destroy();
this.destroy();
}
}
return this._boundingBox;
public get boundingBox(): BoundingBoxBase {
this.bound.center = this.head.center;
return this.bound.boundingBox;
}
public get gameObject(): this {
@ -209,8 +222,12 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
}
public destroy() {
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
}
}
}

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@ -6,7 +6,7 @@ import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { DynamicPhysical } from '../physics/containers/dynamic-physical';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical {
@ -25,7 +25,7 @@ export class CirclePhysical implements Circle, DynamicPhysical {
constructor(
private _center: vec2,
private _radius: number,
public owner: GameObject,
public owner: DynamicPhysical,
private readonly container: PhysicalContainer,
private restitution = 0,
) {
@ -46,6 +46,10 @@ export class CirclePhysical implements Circle, DynamicPhysical {
this.recalculateBoundingBox();
}
public onCollision(other: GameObject) {
this.owner.onCollision(other);
}
public get gameObject(): GameObject {
return this.owner;
}

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@ -1,12 +1,5 @@
import { vec2 } from 'gl-matrix';
import {
id,
settings,
serializesTo,
ProjectileBase,
GameObject,
rotate90Deg,
} from 'shared';
import { id, settings, serializesTo, ProjectileBase, GameObject } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
@ -16,6 +9,8 @@ import { PhysicalContainer } from '../physics/containers/physical-container';
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
private bounceCount = 0;
public object: CirclePhysical;
@ -47,9 +42,17 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
return this.object.distance(target);
}
public onCollision(normal: vec2, other: GameObject) {
const tangent = rotate90Deg(normal);
vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
public destroy() {
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
}
}
public onCollision(other: GameObject) {
if (this.bounceCount++ === settings.projectileMaxBounceCount) {
this.destroy();
}
}
public step(deltaTimeInMiliseconds: number) {

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@ -1,5 +1,8 @@
import { GameObject } from 'shared';
import { Physical } from '../physical';
export interface DynamicPhysical extends Physical {
readonly canMove: true;
step(deltaTimeInMilliseconds: number): void;
onCollision(other: GameObject): void;
}

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@ -2,5 +2,6 @@ import { Physical } from '../physical';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
export interface StaticPhysical extends Physical {
readonly canMove: false;
readonly boundingBox: ImmutableBoundingBox;
}

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@ -1,6 +1,7 @@
import { vec2 } from 'gl-matrix';
import { Circle, rotate90Deg } from 'shared';
import { CirclePhysical } from '../objects/circle-physical';
import { DynamicPhysical } from './containers/dynamic-physical';
import { Physical } from './physical';
export const moveCircle = (
@ -37,6 +38,15 @@ export const moveCircle = (
};
}
const intersecting = possibleIntersectors
.filter((i) => i.canCollide && i.canMove)
.find((i) => i.distance(nextCircle.center) < circle.radius);
(intersecting?.gameObject as DynamicPhysical)?.onCollision(circle.gameObject);
((circle.gameObject as unknown) as DynamicPhysical).onCollision(
intersecting?.gameObject,
);
const dx =
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
sdfAtCenter;
@ -44,9 +54,7 @@ export const moveCircle = (
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
sdfAtCenter;
const normal = vec2.fromValues(dx, dy);
vec2.normalize(normal, normal);
const rotatedNormal = rotate90Deg(normal);
return {
realDelta: delta,

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@ -28,6 +28,8 @@ export class Player extends CommandReceiver {
private aspectRatio: number = 16 / 9;
private isActive = true;
private timeSinceLastProjectile = 0;
private objectsPreviouslyInViewArea: Array<Physical> = [];
private objectsInViewArea: Array<Physical> = [];
@ -51,6 +53,10 @@ export class Player extends CommandReceiver {
[MoveActionCommand.type]: (c: MoveActionCommand) =>
this.character.handleMovementAction(c),
[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
if (this.timeSinceLastProjectile < settings.projectileCreationInterval) {
return;
}
const start = vec2.clone(this.character.center);
const direction = vec2.subtract(vec2.create(), c.position, start);
vec2.normalize(direction, direction);
@ -63,6 +69,8 @@ export class Player extends CommandReceiver {
vec2.add(velocity, velocity, this.character.velocity);
const projectile = new ProjectilePhysical(start, 20, velocity, this.objects);
this.objects.addObject(projectile);
this.timeSinceLastProjectile = 0;
},
};
@ -92,6 +100,10 @@ export class Player extends CommandReceiver {
this.sendObjects();
}
public step(deltaTimeInMilliseconds: number) {
this.sendObjects();
this.timeSinceLastProjectile += deltaTimeInMilliseconds;
}
public sendObjects() {
const viewArea = calculateViewArea(this.character.center, this.aspectRatio, 1.5);
const bb = new BoundingBox();