This commit is contained in:
schmelczerandras 2020-11-04 22:05:21 +01:00
parent b774357807
commit 57d7009342
39 changed files with 203 additions and 250 deletions

View file

@ -0,0 +1,7 @@
import { vec2 } from 'gl-matrix';
export interface ExertsForce {
getForce(target: vec2): vec2;
}
export const exertsForce = (a: any): a is ExertsForce => a && 'getForce' in a;

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@ -0,0 +1,8 @@
import { GameObject } from 'shared';
export interface ReactsToCollision {
onCollision(other: GameObject): void;
}
export const reactsToCollision = (a: any): a is ReactsToCollision =>
a && 'onCollision' in a;

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@ -0,0 +1,5 @@
export interface TimeDependent {
step(deltaTimeInSeconds: number): void;
}
export const timeDependent = (a: any): a is TimeDependent => a && 'step' in a;

View file

@ -7,7 +7,7 @@ import {
last,
GameObject,
Circle,
PlayerCharacterBase,
CharacterBase,
CharacterTeam,
PropertyUpdatesForObject,
UpdateProperty,
@ -21,12 +21,14 @@ import { interpolateAngles } from '../helper/interpolate-angles';
import { forceAtPosition } from '../physics/functions/force-at-position';
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/functions/reacts-to-collision';
import { ReactsToCollision } from './capabilities/reacts-to-collision';
import { TimeDependent } from './capabilities/time-dependent';
import { GeneratesPoints } from './capabilities/generates-points';
@serializesTo(PlayerCharacterBase)
export class PlayerCharacterPhysical
extends PlayerCharacterBase
implements DynamicPhysical, ReactsToCollision {
@serializesTo(CharacterBase)
export class CharacterPhysical
extends CharacterBase
implements DynamicPhysical, ReactsToCollision, TimeDependent, GeneratesPoints {
public readonly canCollide = true;
public readonly canMove = true;
@ -44,32 +46,32 @@ export class PlayerCharacterPhysical
vec2.create(),
vec2.add(
vec2.create(),
PlayerCharacterPhysical.desiredHeadOffset,
PlayerCharacterPhysical.desiredLeftFootOffset,
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.desiredLeftFootOffset,
),
PlayerCharacterPhysical.desiredRightFootOffset,
CharacterPhysical.desiredRightFootOffset,
),
1 / 3,
);
private static readonly headOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredHeadOffset,
PlayerCharacterPhysical.centerOfMass,
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.centerOfMass,
);
private static readonly leftFootOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredLeftFootOffset,
PlayerCharacterPhysical.centerOfMass,
CharacterPhysical.desiredLeftFootOffset,
CharacterPhysical.centerOfMass,
);
private static readonly rightFootOffset = vec2.subtract(
vec2.create(),
PlayerCharacterPhysical.desiredRightFootOffset,
PlayerCharacterPhysical.centerOfMass,
CharacterPhysical.desiredRightFootOffset,
CharacterPhysical.centerOfMass,
);
public static readonly boundRadius =
(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
private timeSinceDying = 0;
private isDestroyed = false;
@ -102,20 +104,20 @@ export class PlayerCharacterPhysical
) {
super(id(), name, killCount, deathCount, team, settings.playerMaxHealth);
this.head = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
PlayerCharacterPhysical.headRadius,
vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
CharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.leftFootOffset),
PlayerCharacterPhysical.feetRadius,
vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.rightFootOffset),
PlayerCharacterPhysical.feetRadius,
vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
@ -125,12 +127,29 @@ export class PlayerCharacterPhysical
this.bound = new CirclePhysical(
vec2.create(),
PlayerCharacterPhysical.boundRadius,
CharacterPhysical.boundRadius,
this,
container,
);
}
private hasGeneratedPoints = false;
public getPoints(): { decla: number; red: number } {
if (!this.isAlive && !this.hasGeneratedPoints) {
this.hasGeneratedPoints = true;
const decla = this.team === CharacterTeam.decla ? 0 : settings.playerKillPoint;
const red = this.team === CharacterTeam.red ? 0 : settings.playerKillPoint;
return {
decla,
red,
};
}
return {
decla: 0,
red: 0,
};
}
public get isAlive(): boolean {
return !this.isDestroyed;
}
@ -154,7 +173,7 @@ export class PlayerCharacterPhysical
this.health -= other.strength;
this.remoteCall('setHealth', this.health);
if (this.health <= 0 && this.isAlive) {
this.kill();
this.onDie();
other.originator.addKill();
}
}
@ -231,8 +250,8 @@ export class PlayerCharacterPhysical
}
private animateScaling(q: number) {
this.head.radius = PlayerCharacterPhysical.headRadius * q;
this.leftFoot.radius = this.rightFoot.radius = PlayerCharacterPhysical.feetRadius * q;
this.head.radius = CharacterPhysical.headRadius * q;
this.leftFoot.radius = this.rightFoot.radius = CharacterPhysical.feetRadius * q;
}
public getPropertyUpdates(): PropertyUpdatesForObject {
@ -325,7 +344,7 @@ export class PlayerCharacterPhysical
getBoundingBoxOfCircle(
new Circle(
this.center,
PlayerCharacterPhysical.boundRadius + settings.maxGravityDistance,
CharacterPhysical.boundRadius + settings.maxGravityDistance,
),
),
);
@ -407,25 +426,19 @@ export class PlayerCharacterPhysical
this.springMove(
this.leftFoot,
center,
PlayerCharacterPhysical.leftFootOffset,
CharacterPhysical.leftFootOffset,
deltaTime,
3000,
);
this.springMove(
this.rightFoot,
center,
PlayerCharacterPhysical.rightFootOffset,
CharacterPhysical.rightFootOffset,
deltaTime,
3000,
);
this.springMove(
this.head,
center,
PlayerCharacterPhysical.headOffset,
deltaTime,
7000,
);
this.springMove(this.head, center, CharacterPhysical.headOffset, deltaTime, 7000);
}
private springMove(
@ -462,7 +475,7 @@ export class PlayerCharacterPhysical
}
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const { hitObject } = part.step2(deltaTime);
const { hitObject } = part.stepManually(deltaTime);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
@ -477,9 +490,9 @@ export class PlayerCharacterPhysical
);
}
public kill() {
public onDie() {
this.isDestroyed = true;
this.remoteCall('kill');
this.remoteCall('onDie');
}
private destroy() {

View file

@ -1,15 +1,11 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, serializesTo, settings } from 'shared';
import { PhysicalBase } from '../physics/physicals/physical-base';
import { Circle, GameObject, serializesTo } from 'shared';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import {
ReactsToCollision,
reactsToCollision,
} from '../physics/functions/reacts-to-collision';
import { ReactsToCollision, reactsToCollision } from './capabilities/reacts-to-collision';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
@ -17,8 +13,9 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
readonly canMove = true;
public velocity = vec2.create();
public lastNormal = vec2.fromValues(0, 1);
private _boundingBox: BoundingBox;
public lastNormal = vec2.fromValues(1, 0);
constructor(
private _center: vec2,
@ -67,18 +64,6 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
return vec2.distance(target, this.center) - this.radius;
}
public distanceBetween(target: Circle): number {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
public areIntersecting(other: PhysicalBase): boolean {
return other.distance(this.center) < this.radius;
}
public isInside(other: PhysicalBase): boolean {
return other.distance(this.center) < -this.radius;
}
private recalculateBoundingBox() {
this._boundingBox.xMin = this.center.x - this._radius;
this._boundingBox.xMax = this.center.x + this._radius;
@ -94,9 +79,7 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
);
}
public step(_: number) {}
public step2(
public stepManually(
deltaTimeInSeconds: number,
): { hitObject: GameObject | undefined; velocity: vec2 } {
let delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);

View file

@ -32,12 +32,6 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this;
}
public getForce(_: vec2): vec2 {
return vec2.create();
}
public step(deltaTime: number): void {}
public distance(target: vec2): number {
return vec2.distance(this.center, target);
}

View file

@ -4,8 +4,6 @@ import {
clamp,
clamp01,
id,
rotate90Deg,
rotateMinus90Deg,
serializesTo,
settings,
PlanetBase,
@ -14,12 +12,14 @@ import {
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { GeneratesPoints } from './generates-points';
import { ExertsForce } from './capabilities/exerts-force';
import { GeneratesPoints } from './capabilities/generates-points';
import { TimeDependent } from './capabilities/time-dependent';
@serializesTo(PlanetBase)
export class PlanetPhysical
extends PlanetBase
implements StaticPhysical, GeneratesPoints {
implements StaticPhysical, GeneratesPoints, ExertsForce, TimeDependent {
public readonly canCollide = true;
public readonly canMove = false;

View file

@ -13,15 +13,15 @@ import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-boundi
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/functions/reacts-to-collision';
import { PlayerCharacterPhysical } from './player-character-physical';
import { ReactsToCollision } from './capabilities/reacts-to-collision';
import { CharacterPhysical } from './character-physical';
import { moveCircle } from '../physics/functions/move-circle';
import { TimeDependent } from './capabilities/time-dependent';
@serializesTo(ProjectileBase)
export class ProjectilePhysical
extends ProjectileBase
implements DynamicPhysical, ReactsToCollision {
implements DynamicPhysical, ReactsToCollision, TimeDependent {
public readonly canCollide = true;
public readonly canMove = true;
@ -37,7 +37,7 @@ export class ProjectilePhysical
public strength: number,
team: CharacterTeam,
private velocity: vec2,
public readonly originator: PlayerCharacterPhysical,
public readonly originator: CharacterPhysical,
readonly container: PhysicalContainer,
) {
super(id(), center, radius, team, strength);
@ -60,7 +60,7 @@ export class ProjectilePhysical
while (wasCollision) {
const intersecting = this.container
.findIntersecting(this.boundingBox)
.filter((g) => g instanceof PlayerCharacterPhysical && g.team === this.team);
.filter((g) => g instanceof CharacterPhysical && g.team === this.team);
const { hitSurface } = moveCircle(this.object, delta, intersecting, true);
wasCollision = hitSurface;
}
@ -93,7 +93,7 @@ export class ProjectilePhysical
public onCollision(other: GameObject) {
if (
!(other instanceof PlayerCharacterPhysical && other.team === this.team) &&
!(other instanceof CharacterPhysical && other.team === this.team) &&
this.bounceCount++ === settings.projectileMaxBounceCount
) {
this.destroy();
@ -115,7 +115,7 @@ export class ProjectilePhysical
}
vec2.copy(this.object.velocity, this.velocity);
const { velocity } = this.object.step2(deltaTime);
const { velocity } = this.object.stepManually(deltaTime);
vec2.copy(this.velocity, velocity);
}
}