Improve gameplay

This commit is contained in:
schmelczerandras 2020-10-20 08:56:38 +02:00
parent e02a5b264c
commit 7c76b16d13
53 changed files with 1084 additions and 404 deletions

View file

@ -30,10 +30,6 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
this.recalculateBoundingBox();
}
public calculateUpdates(): UpdateObjectMessage | null {
return null;
}
public get boundingBox(): BoundingBoxBase {
return this._boundingBox;
}

View file

@ -9,23 +9,28 @@ import {
serializesTo,
settings,
PlanetBase,
CharacterTeam,
UpdateObjectMessage,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/physicals/static-physical';
import { UpdateGameObjectMessage } from '../update-game-object-message';
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
private center: vec2;
public static neutralPlanetCount = 0;
public static declaPlanetCount = 0;
public static redPlanetCount = 0;
private _boundingBox?: ImmutableBoundingBox;
constructor(vertices: Array<vec2>) {
super(id(), vertices);
this.center = vertices.reduce((sum, v) => vec2.add(sum, sum, v), vec2.create());
vec2.scale(this.center, this.center, 1 / vertices.length);
PlanetPhysical.neutralPlanetCount++;
}
public distance(target: vec2): number {
@ -62,6 +67,47 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
return sign * d;
}
public calculateUpdates(): UpdateObjectMessage {
return new UpdateGameObjectMessage(this, ['ownership']);
}
public takeControl(team: CharacterTeam, deltaTime: number) {
const previousOwnership = this.ownership;
if (team === CharacterTeam.decla) {
this.ownership -= (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
if (
previousOwnership >= 0.5 - settings.planetControlThreshold &&
this.ownership < 0.5 - settings.planetControlThreshold
) {
PlanetPhysical.declaPlanetCount++;
PlanetPhysical.neutralPlanetCount--;
} else if (
previousOwnership > 0.5 + settings.planetControlThreshold &&
previousOwnership <= 0.5 + settings.planetControlThreshold
) {
PlanetPhysical.redPlanetCount--;
PlanetPhysical.neutralPlanetCount++;
}
} else {
this.ownership += (0.5 / settings.takeControlTimeInSeconds) * deltaTime;
if (
previousOwnership < 0.5 + settings.planetControlThreshold &&
this.ownership >= 0.5 + settings.planetControlThreshold
) {
PlanetPhysical.redPlanetCount++;
PlanetPhysical.neutralPlanetCount--;
} else if (
previousOwnership <= 0.5 - settings.planetControlThreshold &&
previousOwnership > 0.5 + settings.planetControlThreshold
) {
PlanetPhysical.declaPlanetCount--;
PlanetPhysical.neutralPlanetCount++;
}
}
this.ownership = clamp01(this.ownership);
}
public get boundingBox(): ImmutableBoundingBox {
if (!this._boundingBox) {
const { xMin, xMax, yMin, yMax } = this.vertices.reduce(

View file

@ -9,6 +9,7 @@ import {
GameObject,
Circle,
PlayerCharacterBase,
CharacterTeam,
} from 'shared';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { CirclePhysical } from './circle-physical';
@ -32,6 +33,8 @@ export class PlayerCharacterPhysical
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
private projectileStrength = settings.playerMaxStrength;
// offsets are meassured from (0, 0)
private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
@ -93,10 +96,11 @@ export class PlayerCharacterPhysical
constructor(
name: string,
public readonly colorIndex: number,
team: CharacterTeam,
private readonly container: PhysicalContainer,
startPosition: vec2,
) {
super(id(), name, colorIndex);
super(id(), name, colorIndex, team, settings.playerMaxHealth);
this.head = new CirclePhysical(
vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
@ -129,7 +133,7 @@ export class PlayerCharacterPhysical
}
public calculateUpdates(): UpdateObjectMessage {
return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot', 'health']);
}
public handleMovementAction(c: MoveActionCommand) {
@ -137,12 +141,44 @@ export class PlayerCharacterPhysical
}
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
if (other instanceof ProjectilePhysical && other.team !== this.team) {
other.destroy();
this.destroy();
this.health -= other.strength;
if (this.health <= 0) {
this.destroy();
}
}
}
public shootTowards(position: vec2) {
if (!this.isAlive) {
return;
}
const start = vec2.clone(this.center);
const direction = vec2.subtract(vec2.create(), position, start);
vec2.normalize(direction, direction);
vec2.add(
start,
start,
vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
);
const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
vec2.add(velocity, velocity, this.velocity);
const strength = this.projectileStrength / 2;
this.projectileStrength -= strength;
const projectile = new ProjectilePhysical(
start,
20,
this.colorIndex,
strength,
this.team,
velocity,
this.container,
);
this.container.addObject(projectile);
}
public get boundingBox(): BoundingBoxBase {
this.bound.center = this.head.center;
return this.bound.boundingBox;
@ -197,6 +233,13 @@ export class PlayerCharacterPhysical
this.currentPlanet = undefined;
}
this.projectileStrength = Math.min(
settings.playerMaxStrength,
this.projectileStrength + settings.playerStrengthRegenerationPerSeconds * deltaTime,
);
this.currentPlanet?.takeControl(this.team, deltaTime);
const intersectingWithForcefield = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
@ -205,7 +248,13 @@ export class PlayerCharacterPhysical
),
),
);
const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
const feetCenter = vec2.add(
vec2.create(),
this.leftFoot.center,
this.rightFoot.center,
);
vec2.scale(feetCenter, feetCenter, 0.5);
const actualGravity = forceAtPosition(feetCenter, intersectingWithForcefield);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
@ -269,7 +318,7 @@ export class PlayerCharacterPhysical
private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
// todo: make time-independent
const springConstant = 0.35;
const springConstant = 0.55;
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);

View file

@ -1,5 +1,12 @@
import { vec2 } from 'gl-matrix';
import { id, settings, serializesTo, ProjectileBase, GameObject } from 'shared';
import {
id,
settings,
serializesTo,
ProjectileBase,
GameObject,
CharacterTeam,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { CirclePhysical } from './circle-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
@ -8,6 +15,7 @@ import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
import { UpdateGameObjectMessage } from '../update-game-object-message';
import { PlayerCharacterPhysical } from './player-character-physical';
@serializesTo(ProjectileBase)
export class ProjectilePhysical
@ -15,6 +23,7 @@ export class ProjectilePhysical
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
private bounceCount = 0;
private _boundingBox?: ImmutableBoundingBox;
@ -24,15 +33,18 @@ export class ProjectilePhysical
constructor(
center: vec2,
radius: number,
colorIndex: number,
public strength: number,
public team: CharacterTeam,
private velocity: vec2,
readonly container: PhysicalContainer,
) {
super(id(), center, radius);
super(id(), center, radius, colorIndex, strength);
this.object = new CirclePhysical(center, radius, this, container, 0.9);
}
public calculateUpdates(): UpdateObjectMessage {
return new UpdateGameObjectMessage(this, ['center']);
return new UpdateGameObjectMessage(this, ['center', 'strength']);
}
public get boundingBox(): ImmutableBoundingBox {
@ -59,12 +71,20 @@ export class ProjectilePhysical
}
public onCollision(other: GameObject) {
if (this.bounceCount++ === settings.projectileMaxBounceCount) {
if (
!(other instanceof PlayerCharacterPhysical && other.team === this.team) &&
this.bounceCount++ === settings.projectileMaxBounceCount
) {
this.destroy();
}
}
public step(deltaTime: number) {
if ((this.strength -= settings.projectileFadeSpeed * deltaTime) < 0) {
this.destroy();
return;
}
const gravity = vec2.create();
const intersecting = this.container.findIntersecting(this.boundingBox);
intersecting.forEach((i) => {