Improve gameplay
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parent
e02a5b264c
commit
7c76b16d13
53 changed files with 1084 additions and 404 deletions
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@ -9,6 +9,7 @@ import {
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GameObject,
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Circle,
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PlayerCharacterBase,
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CharacterTeam,
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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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@ -32,6 +33,8 @@ export class PlayerCharacterPhysical
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private static readonly headRadius = 50;
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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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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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@ -93,10 +96,11 @@ export class PlayerCharacterPhysical
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constructor(
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name: string,
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public readonly colorIndex: number,
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team: CharacterTeam,
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private readonly container: PhysicalContainer,
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startPosition: vec2,
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) {
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super(id(), name, colorIndex);
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super(id(), name, colorIndex, team, settings.playerMaxHealth);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
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@ -129,7 +133,7 @@ export class PlayerCharacterPhysical
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot', 'health']);
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}
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public handleMovementAction(c: MoveActionCommand) {
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@ -137,12 +141,44 @@ export class PlayerCharacterPhysical
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}
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public onCollision(other: GameObject) {
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if (other instanceof ProjectilePhysical) {
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if (other instanceof ProjectilePhysical && other.team !== this.team) {
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other.destroy();
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this.destroy();
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this.health -= other.strength;
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if (this.health <= 0) {
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this.destroy();
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}
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}
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}
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public shootTowards(position: vec2) {
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if (!this.isAlive) {
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return;
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}
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const start = vec2.clone(this.center);
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const direction = vec2.subtract(vec2.create(), position, start);
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vec2.normalize(direction, direction);
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vec2.add(
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start,
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start,
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vec2.scale(vec2.create(), direction, settings.projectileStartOffset),
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);
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const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
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vec2.add(velocity, velocity, this.velocity);
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const strength = this.projectileStrength / 2;
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this.projectileStrength -= strength;
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const projectile = new ProjectilePhysical(
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start,
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20,
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this.colorIndex,
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strength,
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this.team,
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velocity,
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this.container,
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);
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this.container.addObject(projectile);
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}
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public get boundingBox(): BoundingBoxBase {
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this.bound.center = this.head.center;
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return this.bound.boundingBox;
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@ -197,6 +233,13 @@ export class PlayerCharacterPhysical
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this.currentPlanet = undefined;
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}
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this.projectileStrength = Math.min(
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settings.playerMaxStrength,
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this.projectileStrength + settings.playerStrengthRegenerationPerSeconds * deltaTime,
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);
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this.currentPlanet?.takeControl(this.team, deltaTime);
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const intersectingWithForcefield = this.container.findIntersecting(
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getBoundingBoxOfCircle(
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new Circle(
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@ -205,7 +248,13 @@ export class PlayerCharacterPhysical
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),
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),
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);
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const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
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const feetCenter = vec2.add(
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vec2.create(),
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this.leftFoot.center,
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this.rightFoot.center,
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);
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vec2.scale(feetCenter, feetCenter, 0.5);
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const actualGravity = forceAtPosition(feetCenter, intersectingWithForcefield);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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@ -269,7 +318,7 @@ export class PlayerCharacterPhysical
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private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
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// todo: make time-independent
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const springConstant = 0.35;
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const springConstant = 0.55;
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const desiredPosition = vec2.add(vec2.create(), center, offset);
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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