Make physics more fun

This commit is contained in:
schmelczerandras 2020-10-16 11:48:52 +02:00
parent 155e360c8e
commit 89fafeafd3
41 changed files with 511 additions and 334 deletions

1
.gitignore vendored
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@ -3,3 +3,4 @@ lib
node_modules
package-lock.json
.firebase
lerna-debug.log

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@ -0,0 +1,9 @@
const shortAngleDist = (a0: number, a1: number): number => {
const max = Math.PI * 2;
const da = (a1 - a0) % max;
return ((2 * da) % max) - da;
};
export const interpolateAngles = (a0: number, a1: number, t: number) => {
return a0 + shortAngleDist(a0, a1) * t;
};

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@ -20,7 +20,7 @@ glMatrix.setMatrixArrayType(Array);
applyArrayPlugins();
Random.seed = 42;
Random.seed = 44;
const objects = new PhysicalContainer();
createDungeon(objects);
@ -94,8 +94,8 @@ const handlePhysics = () => {
console.log(players.map((p) => p.latency));
}
objects.stepObjects(delta);
players.forEach((p) => p.step(delta));
objects.stepObjects(delta / 1000);
players.forEach((p) => p.step(delta / 1000));
const physicsDelta = deltaTimeCalculator.getDeltaTimeInMilliseconds();
deltas.push(physicsDelta);

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@ -1,36 +1,35 @@
import { vec2, vec3 } from 'gl-matrix';
import { last, Random, settings } from 'shared';
import { Random, settings } from 'shared';
import { LampPhysical } from '../objects/lamp-physical';
import { StonePhysical } from '../objects/stone-physical';
import { PlanetPhysical } from '../objects/planet-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { Physical } from '../physics/physical';
import { evaluateSdf } from '../physics/functions/evaluate-sdf';
import { Physical } from '../physics/physicals/physical';
export const createDungeon = (objectContainer: PhysicalContainer) => {
const width = 100000;
const height = 10000;
const objects: Array<Physical> = [];
const lights: Array<Physical> = [];
let previousEnd = vec2.fromValues(-width / 2, 0);
while (previousEnd.x < width / 2) {
const { stone, end } = createFloorElement(previousEnd);
objects.push(stone);
previousEnd = end;
}
const calculateDistanceField = (target: vec2): number =>
objects.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000);
const worldSize = vec2.length(
vec2.fromValues(
settings.worldTopEdge - settings.worldBottomEdge,
settings.worldRightEdge - settings.worldLeftEdge,
),
);
for (let i = 0; i < worldSize / 400; i++) {
console.log('planet', i);
for (let i = 0; i < 400; i++) {
let position: vec2;
do {
position = vec2.fromValues(
Random.getRandomInRange(-width / 2, width / 2),
Random.getRandomInRange(0, height),
Random.getRandomInRange(settings.worldLeftEdge, settings.worldRightEdge),
Random.getRandomInRange(settings.worldBottomEdge, settings.worldTopEdge),
);
} while (
calculateDistanceField(position) < 800 ||
calculateDistanceField(position) > 2000
evaluateSdf(position, objects) < 800 ||
evaluateSdf(position, objects) > 2500
);
objects.push(
@ -38,27 +37,22 @@ export const createDungeon = (objectContainer: PhysicalContainer) => {
position,
Random.getRandomInRange(300, 800),
Random.getRandomInRange(300, 800),
Random.getRandomInRange(10, 40),
Random.getRandomInRange(20, 40),
),
);
}
let tryCount = 0;
lightGeneration: for (let i = 0; i < 300; i++) {
console.log(i);
for (let i = 0; i < worldSize / 350; i++) {
console.log('light', i);
let position: vec2;
do {
position = vec2.fromValues(
Random.getRandomInRange(-width / 2, width / 2),
Random.getRandomInRange(-1000, height),
Random.getRandomInRange(settings.worldLeftEdge, settings.worldRightEdge),
Random.getRandomInRange(settings.worldBottomEdge, settings.worldTopEdge),
);
if (tryCount++ > 1e4) {
break lightGeneration;
}
} while (
calculateDistanceField(position) < 200 ||
lights.find((l) => l.distance(position) < 1200)
evaluateSdf(position, objects) < 200 ||
lights.find((l) => l.distance(position) < 1800)
);
lights.push(
new LampPhysical(
@ -84,7 +78,7 @@ const createBlob = (
width: number,
height: number,
randomness: number,
): StonePhysical => {
): PlanetPhysical => {
const vertices = [];
for (let i = 0; i < settings.polygonEdgeCount; i++) {
@ -99,29 +93,5 @@ const createBlob = (
),
);
}
return new StonePhysical(vertices);
};
const createFloorElement = (
start: vec2,
): {
stone: StonePhysical;
end: vec2;
} => {
const vertices: Array<vec2> = [vec2.fromValues(start.x, -10000), start];
let previousX = start.x;
let previousY = start.y;
for (let i = 0; i < settings.polygonEdgeCount - 3; i++) {
previousX += Random.getRandomInRange(200, 800);
previousY += Random.getRandomInRange(-100, 100);
vertices.push(vec2.fromValues(previousX, previousY));
}
const end = last(vertices)!;
vertices.push(vec2.fromValues(end.x, -10000));
return {
stone: new StonePhysical(vertices),
end,
};
return new PlanetPhysical(vertices);
};

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@ -8,20 +8,70 @@ import {
clamp,
last,
GameObject,
Circle,
} from 'shared';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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';
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/physicals/reacts-to-collision';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
export class CharacterPhysical
extends CharacterBase
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
// offsets are meassured from (0, 0)
private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
private static readonly centerOfMass = vec2.scale(
vec2.create(),
vec2.add(
vec2.create(),
vec2.add(
vec2.create(),
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.desiredLeftFootOffset,
),
CharacterPhysical.desiredRightFootOffset,
),
1 / 3,
);
private static readonly headOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredHeadOffset,
CharacterPhysical.centerOfMass,
);
private static readonly leftFootOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredLeftFootOffset,
CharacterPhysical.centerOfMass,
);
private static readonly rightFootOffset = vec2.subtract(
vec2.create(),
CharacterPhysical.desiredRightFootOffset,
CharacterPhysical.centerOfMass,
);
public static readonly boundRadius =
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2;
private isDestroyed = false;
private jumpEnergyLeft = settings.defaultJumpEnergy;
private direction = 0;
private currentPlanet?: PlanetPhysical;
private lastMovementWasRelative = false;
private secondsSinceOnSurface = 1000;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
@ -29,37 +79,31 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
public bound: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
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);
private lastMovementAction: MoveActionCommand = new MoveActionCommand(
vec2.create(),
false,
);
constructor(
public readonly colorIndex: number,
private readonly container: PhysicalContainer,
startPosition: vec2,
) {
super(id(), colorIndex);
this.head = new CirclePhysical(
vec2.clone(CharacterPhysical.headOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.headOffset),
CharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.leftFootOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.leftFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.rightFootOffset),
vec2.add(vec2.create(), startPosition, CharacterPhysical.rightFootOffset),
CharacterPhysical.feetRadius,
this,
container,
@ -70,12 +114,16 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
this.bound = new CirclePhysical(
vec2.create(),
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2,
CharacterPhysical.boundRadius,
this,
container,
);
}
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
other.destroy();
@ -110,7 +158,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
);
}
private sumAndResetMovementActions(): vec2 {
private averageAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
@ -122,6 +170,9 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementWasRelative =
this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
@ -129,82 +180,104 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
return direction;
}
public step(deltaTimeInMiliseconds: number) {
const deltaTime = deltaTimeInMiliseconds / 1000;
const direction = this.sumAndResetMovementActions();
const feetAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
const isAirborne = feetAirborne && this.head.isAirborne;
this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
public step(deltaTime: number) {
if ((this.secondsSinceOnSurface += deltaTime) > 1) {
this.currentPlanet = undefined;
}
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
const movementForce = vec2.multiply(
direction,
direction,
vec2.fromValues(xMax, yMax),
const intersectingWithForcefield = this.container.findIntersecting(
getBoundingBoxOfCircle(
new Circle(
this.center,
CharacterPhysical.boundRadius + settings.maxGravityDistance,
),
),
);
const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
Spring.step(
this.leftFoot,
this.rightFoot,
vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
300,
deltaTime,
);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
if (!this.currentPlanet) {
this.applyForce(this.leftFoot, actualGravity, deltaTime);
this.applyForce(this.rightFoot, actualGravity, deltaTime);
const sumForce = vec2.subtract(vec2.create(), actualGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
deltaTime,
);
} else {
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
if (movementForce.y > settings.maxAcceleration / 4) {
vec2.scale(leftFootGravity, leftFootGravity, 0.35);
vec2.scale(rightFootGravity, rightFootGravity, 0.35);
}
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
if (this.lastMovementWasRelative) {
vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
}
const headGravity = this.currentPlanet!.getForce(this.head.center);
if (vec2.length(headGravity) < vec2.length(actualGravity) / 2) {
this.currentPlanet = undefined;
}
this.setDirection(headGravity, deltaTime);
}
this.applyForce(this.head, movementForce, deltaTime);
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
if (feetAirborne) {
this.applyForce(this.head, settings.gravitationalForce, deltaTime);
this.stepBodyPart(this.leftFoot, deltaTime);
this.stepBodyPart(this.rightFoot, deltaTime);
this.keepPosture();
}
private setDirection(direction: vec2, deltaTime: number) {
this.direction = interpolateAngles(
this.direction,
Math.atan2(direction.y, direction.x) + Math.PI / 2,
Math.pow(4, deltaTime),
);
}
private keepPosture() {
const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
vec2.scale(bodyCenter, bodyCenter, 1 / 3);
this.springMove(this.leftFoot, bodyCenter, CharacterPhysical.leftFootOffset);
this.springMove(this.rightFoot, bodyCenter, CharacterPhysical.rightFootOffset);
this.springMove(this.head, bodyCenter, CharacterPhysical.headOffset);
}
private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
// todo: make time-independent
const springConstant = 0.35;
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
vec2.scale(positionDelta, positionDelta, springConstant);
const hitObject = object.tryMove(positionDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
this.applyForce(this.leftFoot, settings.gravitationalForce, deltaTime);
this.applyForce(this.rightFoot, settings.gravitationalForce, deltaTime);
}
this.head.step2(deltaTime);
this.leftFoot.step2(deltaTime);
this.rightFoot.step2(deltaTime);
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const hitObject = part.step2(deltaTime);
let 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);
const headDelta = vec2.subtract(headPosition, headPosition, this.head.center);
vec2.scale(headDelta, headDelta, 0.5);
this.head.tryMove(headDelta);
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 leftFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.leftFootOffset,
);
const leftFootDelta = vec2.subtract(
leftFootPosition,
leftFootPosition,
this.leftFoot.center,
);
vec2.scale(leftFootDelta, leftFootDelta, 1);
this.leftFoot.tryMove(leftFootDelta);
const rightFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.rightFootOffset,
);
const rightFootDelta = vec2.subtract(
rightFootPosition,
rightFootPosition,
this.rightFoot.center,
);
vec2.scale(rightFootDelta, rightFootDelta, 1);
this.rightFoot.tryMove(rightFootDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
}
public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {

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@ -1,31 +1,28 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, serializesTo, settings } from 'shared';
import { Physical } from '../physics/physical';
import { PhysicalBase } from '../physics/physicals/physical-base';
import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { moveCircle } from '../physics/move-circle';
import { moveCircle } from '../physics/functions/move-circle';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { DynamicPhysical } from '../physics/containers/dynamic-physical';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import {
ReactsToCollision,
reactsToCollision,
} from '../physics/physicals/reacts-to-collision';
@serializesTo(Circle)
export class CirclePhysical implements Circle, DynamicPhysical {
export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
readonly canCollide = true;
readonly canMove = true;
private _isAirborne = true;
public velocity = vec2.create();
public get isAirborne(): boolean {
return this._isAirborne;
}
private _boundingBox: BoundingBox;
constructor(
private _center: vec2,
private _radius: number,
public owner: DynamicPhysical,
public owner: GameObject,
private readonly container: PhysicalContainer,
private restitution = 0,
) {
@ -47,7 +44,9 @@ export class CirclePhysical implements Circle, DynamicPhysical {
}
public onCollision(other: GameObject) {
this.owner.onCollision(other);
if (reactsToCollision(this.owner)) {
this.owner.onCollision(other);
}
}
public get gameObject(): GameObject {
@ -71,11 +70,11 @@ export class CirclePhysical implements Circle, DynamicPhysical {
return vec2.distance(target.center, this.center) - this.radius - target.radius;
}
public areIntersecting(other: Physical): boolean {
public areIntersecting(other: PhysicalBase): boolean {
return other.distance(this.center) < this.radius;
}
public isInside(other: Physical): boolean {
public isInside(other: PhysicalBase): boolean {
return other.distance(this.center) < -this.radius;
}
@ -94,9 +93,9 @@ export class CirclePhysical implements Circle, DynamicPhysical {
);
}
public step(deltaTime: number) {}
public step(_: number) {}
public step2(deltaTimeInSeconds: number): boolean {
public step2(deltaTimeInSeconds: number): GameObject | undefined {
vec2.scale(
this.velocity,
this.velocity,
@ -108,7 +107,7 @@ export class CirclePhysical implements Circle, DynamicPhysical {
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
let wasHit = false;
let lastHit: GameObject | undefined;
for (let i = 0; i < stepCount; i++) {
const distance = vec2.scale(
@ -120,7 +119,11 @@ export class CirclePhysical implements Circle, DynamicPhysical {
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= vec2.length(distance);
const { normal, hitSurface } = moveCircle(this, vec2.clone(distance), intersecting);
const { normal, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(distance),
intersecting,
);
if (hitSurface) {
vec2.subtract(
@ -133,40 +136,37 @@ export class CirclePhysical implements Circle, DynamicPhysical {
),
);
wasHit = true;
lastHit = hitObject;
}
}
this._isAirborne = !wasHit;
return wasHit;
return lastHit;
}
public tryMove(delta: vec2) {
public tryMove(delta: vec2): GameObject | undefined {
const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
vec2.scale(delta, delta, 1 / stepCount);
let wasHit = false;
let lastHit: GameObject | undefined;
for (let i = 0; i < stepCount; i++) {
this.radius += vec2.length(delta);
const intersecting = this.container.findIntersecting(this.boundingBox);
this.radius -= vec2.length(delta);
const { normal, hitSurface } = moveCircle(this, vec2.clone(delta), intersecting);
const { tangent, hitSurface, hitObject } = moveCircle(
this,
vec2.clone(delta),
intersecting,
);
if (hitSurface) {
vec2.subtract(
delta,
delta,
vec2.scale(normal!, normal!, vec2.dot(normal!, delta)),
);
wasHit = true;
delta = vec2.scale(delta, tangent!, vec2.length(delta));
lastHit = hitObject;
}
}
this._isAirborne = !wasHit;
return wasHit;
return lastHit;
}
public toArray(): Array<any> {

View file

@ -2,7 +2,7 @@ import { vec2, vec3 } from 'gl-matrix';
import { LampBase, settings, id, serializesTo } from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/containers/static-physical';
import { StaticPhysical } from '../physics/physicals/static-physical';
@serializesTo(LampBase)
export class LampPhysical extends LampBase implements StaticPhysical {
@ -32,6 +32,10 @@ export class LampPhysical extends LampBase implements StaticPhysical {
return this;
}
public getForce(_: vec2): vec2 {
return vec2.create();
}
public distance(target: vec2): number {
return vec2.distance(this.center, target);
}

View file

@ -1,18 +1,31 @@
import { vec2 } from 'gl-matrix';
import { clamp01, id, serializesTo, StoneBase } from 'shared';
import {
clamp,
clamp01,
id,
rotate90Deg,
rotateMinus90Deg,
serializesTo,
settings,
PlanetBase,
} from 'shared';
import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
import { StaticPhysical } from '../physics/containers/static-physical';
import { StaticPhysical } from '../physics/physicals/static-physical';
@serializesTo(StoneBase)
export class StonePhysical extends StoneBase implements StaticPhysical {
@serializesTo(PlanetBase)
export class PlanetPhysical extends PlanetBase implements StaticPhysical {
public readonly canCollide = true;
public readonly canMove = false;
private center: vec2;
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);
}
public distance(target: vec2): number {
@ -72,6 +85,46 @@ export class StonePhysical extends StoneBase implements StaticPhysical {
return this._boundingBox;
}
public getForce(position: vec2): vec2 {
const height = this.distance(position);
let closestIndex = 0;
this.vertices.forEach((v, i) => {
if (
vec2.distance(position, v) < vec2.distance(position, this.vertices[closestIndex])
) {
closestIndex = i;
}
});
const afterClosest = this.vertices[(closestIndex + 1) % this.vertices.length];
const closest = this.vertices[closestIndex];
const beforeClosest = this.vertices[
(closestIndex - 1 + this.vertices.length) % this.vertices.length
];
const diff = vec2.subtract(vec2.create(), position, closest);
const edge1 = vec2.subtract(vec2.create(), afterClosest, closest);
const edge2 = vec2.subtract(vec2.create(), closest, beforeClosest);
const normalizedDiff = vec2.normalize(vec2.create(), diff);
const currentEdge =
vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge1)), normalizedDiff) >
vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge2)), normalizedDiff)
? edge1
: edge2;
vec2.normalize(currentEdge, currentEdge);
const normal = rotateMinus90Deg(currentEdge);
const scale = clamp(
settings.maxGravityQ * ((settings.maxGravityDistance / height) ** 3 - 1),
0,
settings.maxGravityStrength,
);
return vec2.scale(normal, normal, scale);
}
public get gameObject(): this {
return this;
}

View file

@ -2,11 +2,15 @@ import { vec2 } from 'gl-matrix';
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';
import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { PlanetPhysical } from './planet-physical';
import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
@serializesTo(ProjectileBase)
export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
export class ProjectilePhysical
extends ProjectileBase
implements DynamicPhysical, ReactsToCollision {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
@ -55,14 +59,16 @@ export class ProjectilePhysical extends ProjectileBase implements DynamicPhysica
}
}
public step(deltaTimeInMiliseconds: number) {
const deltaTime = deltaTimeInMiliseconds / 1000;
public step(deltaTime: number) {
const gravity = vec2.create();
const intersecting = this.container.findIntersecting(this.boundingBox);
intersecting.forEach((i) => {
if (i instanceof PlanetPhysical) {
vec2.add(gravity, gravity, i.getForce(this.center));
}
});
vec2.add(
this.velocity,
this.velocity,
vec2.scale(vec2.create(), settings.gravitationalForce, deltaTime),
);
vec2.add(this.velocity, this.velocity, vec2.scale(vec2.create(), gravity, deltaTime));
this.object.velocity = this.velocity;
this.object.step2(deltaTime);

View file

@ -1,37 +0,0 @@
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);
}
}
}

View file

@ -1,8 +0,0 @@
import { GameObject } from 'shared';
import { Physical } from '../physical';
export interface DynamicPhysical extends Physical {
readonly canMove: true;
step(deltaTimeInMilliseconds: number): void;
onCollision(other: GameObject): void;
}

View file

@ -3,9 +3,9 @@ import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
import { BoundingBoxList } from './bounding-box-list';
import { BoundingBoxTree } from './bounding-box-tree';
import { Physical } from '../physical';
import { StaticPhysical } from './static-physical';
import { DynamicPhysical } from './dynamic-physical';
import { Physical } from '../physicals/physical';
import { StaticPhysical } from '../physicals/static-physical';
import { DynamicPhysical } from '../physicals/dynamic-physical';
export class PhysicalContainer {
private isTreeInitialized = false;
@ -34,8 +34,8 @@ export class PhysicalContainer {
this.dynamicBoundingBoxes.remove(object);
}
public stepObjects(deltaTimeInMilliseconds: number) {
this.dynamicBoundingBoxes.forEach((o) => o.step(deltaTimeInMilliseconds));
public stepObjects(deltaTime: number) {
this.dynamicBoundingBoxes.forEach((o) => o.step(deltaTime));
}
public findIntersecting(box: BoundingBoxBase): Array<Physical> {

View file

@ -1,7 +0,0 @@
import { Physical } from '../physical';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
export interface StaticPhysical extends Physical {
readonly canMove: false;
readonly boundingBox: ImmutableBoundingBox;
}

View file

@ -0,0 +1,24 @@
import { vec2 } from 'gl-matrix';
import { Circle } from 'shared';
import { CirclePhysical } from '../../objects/circle-physical';
export const applySpringForce = (
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);
}
};

View file

@ -0,0 +1,7 @@
import { vec2 } from 'gl-matrix';
import { PhysicalBase } from '../physicals/physical-base';
export const evaluateSdf = (target: vec2, objects: Array<PhysicalBase>) =>
objects
.filter((i) => i.canCollide)
.reduce((min, i) => (min = Math.min(min, i.distance(target))), 1000);

View file

@ -0,0 +1,9 @@
import { vec2 } from 'gl-matrix';
import { Physical } from '../physicals/physical';
export const forceAtPosition = (position: vec2, objects: Array<Physical>) =>
objects.reduce(
(sum: vec2, o: Physical) =>
!o.canMove ? vec2.add(sum, sum, o.getForce(position)) : sum,
vec2.create(),
);

View file

@ -0,0 +1,10 @@
import { Circle } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export const getBoundingBoxOfCircle = (circle: Circle): BoundingBoxBase =>
new BoundingBoxBase(
circle.center.x - circle.radius,
circle.center.x + circle.radius,
circle.center.y - circle.radius,
circle.center.y + circle.radius,
);

View file

@ -0,0 +1,8 @@
import { Circle } from 'shared';
import { evaluateSdf } from './evaluate-sdf';
import { PhysicalBase } from '../physicals/physical-base';
export const isCircleIntersecting = (
circle: Circle,
intersectors: Array<PhysicalBase>,
): boolean => evaluateSdf(circle.center, intersectors) < circle.radius;

View file

@ -1,8 +1,9 @@
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';
import { Circle, GameObject, rotate90Deg } from 'shared';
import { CirclePhysical } from '../../objects/circle-physical';
import { reactsToCollision } from '../physicals/reacts-to-collision';
import { evaluateSdf } from './evaluate-sdf';
import { Physical } from '../physicals/physical';
export const moveCircle = (
circle: CirclePhysical,
@ -13,6 +14,7 @@ export const moveCircle = (
hitSurface: boolean;
normal?: vec2;
tangent?: vec2;
hitObject?: GameObject;
} => {
const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
vec2.add(nextCircle.center, nextCircle.center, delta);
@ -21,13 +23,7 @@ export const moveCircle = (
(b) => b.gameObject !== circle.gameObject && b.canCollide,
);
const getSdfAtPoint = (point: vec2): number => {
return possibleIntersectors
.filter((i) => i.canCollide)
.reduce((min, i) => (min = Math.min(min, i.distance(point))), 1000);
};
const sdfAtCenter = getSdfAtPoint(nextCircle.center);
const sdfAtCenter = evaluateSdf(nextCircle.center, possibleIntersectors);
if (sdfAtCenter > nextCircle.radius) {
circle.center = vec2.add(circle.center, circle.center, delta);
@ -38,21 +34,26 @@ export const moveCircle = (
};
}
const intersecting = possibleIntersectors
.filter((i) => i.canCollide && i.canMove)
.find((i) => i.distance(nextCircle.center) < circle.radius);
const intersecting = possibleIntersectors.find(
(i) => i.distance(nextCircle.center) <= circle.radius,
)!;
(intersecting?.gameObject as DynamicPhysical)?.onCollision(circle.gameObject);
((circle.gameObject as unknown) as DynamicPhysical).onCollision(
intersecting?.gameObject,
);
if (reactsToCollision(intersecting)) {
intersecting.onCollision(circle.gameObject);
}
if (reactsToCollision(circle)) {
circle.onCollision(intersecting.gameObject);
}
const dx =
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
sdfAtCenter;
evaluateSdf(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0.01, 0)), [
intersecting,
]) - sdfAtCenter;
const dy =
getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
sdfAtCenter;
evaluateSdf(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 0.01)), [
intersecting,
]) - sdfAtCenter;
const normal = vec2.fromValues(dx, dy);
vec2.normalize(normal, normal);
const rotatedNormal = rotate90Deg(normal);
@ -60,6 +61,7 @@ export const moveCircle = (
realDelta: delta,
hitSurface: true,
normal,
hitObject: intersecting?.gameObject,
tangent:
vec2.dot(rotatedNormal, delta) < 0
? vec2.scale(rotatedNormal, rotatedNormal, -1)

View file

@ -0,0 +1,6 @@
import { PhysicalBase } from './physical-base';
export interface DynamicPhysical extends PhysicalBase {
readonly canMove: true;
step(deltaTimeInMilliseconds: number): void;
}

View file

@ -1,8 +1,8 @@
import { vec2 } from 'gl-matrix';
import { GameObject } from 'shared';
import { BoundingBoxBase } from './bounding-boxes/bounding-box-base';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export interface Physical {
export interface PhysicalBase {
readonly canCollide: boolean;
readonly canMove: boolean;
readonly boundingBox: BoundingBoxBase;

View file

@ -0,0 +1,4 @@
import { DynamicPhysical } from './dynamic-physical';
import { StaticPhysical } from './static-physical';
export type Physical = StaticPhysical | DynamicPhysical;

View file

@ -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;

View file

@ -0,0 +1,10 @@
import { PhysicalBase } from './physical-base';
import { ImmutableBoundingBox } from '../bounding-boxes/immutable-bounding-box';
import { vec2 } from 'gl-matrix';
export interface StaticPhysical extends PhysicalBase {
readonly canMove: false;
readonly boundingBox: ImmutableBoundingBox;
getForce(target: vec2): vec2;
}

17
backend/tsconfig.json Normal file
View file

@ -0,0 +1,17 @@
{
"compilerOptions": {
"sourceMap": true,
"declaration": true,
"declarationMap": true,
"target": "es6",
"esModuleInterop": true,
"strict": true,
"experimentalDecorators": true,
"downlevelIteration": true,
"moduleResolution": "node",
"module": "commonjs",
"composite": true,
"lib": ["dom", "es2017"]
},
"include": ["src/**/*.ts", "src/*.ts"]
}

View file

@ -1,17 +1,17 @@
import { glMatrix } from 'gl-matrix';
import { CharacterBase, LampBase, overrideDeserialization, StoneBase } from 'shared';
import { CharacterBase, LampBase, overrideDeserialization, PlanetBase } from 'shared';
import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
import { Game } from './scripts/game';
import { CharacterView } from './scripts/objects/character-view';
import { LampView } from './scripts/objects/lamp-view';
import { ProjectileView } from './scripts/objects/projectile-view';
import { StoneView } from './scripts/objects/stone-view';
import { PlanetView } from './scripts/objects/planet-view';
import './styles/main.scss';
glMatrix.setMatrixArrayType(Array);
overrideDeserialization(CharacterBase, CharacterView);
overrideDeserialization(StoneBase, StoneView);
overrideDeserialization(PlanetBase, PlanetView);
overrideDeserialization(LampBase, LampView);
overrideDeserialization(ProjectileBase, ProjectileView);

View file

@ -34,7 +34,7 @@ export class KeyboardListener extends CommandGenerator {
if (vec2.squaredLength(movement) > 0) {
vec2.normalize(movement, movement);
}
this.sendCommandToSubcribers(new MoveActionCommand(movement));
this.sendCommandToSubcribers(new MoveActionCommand(movement, true));
}
private normalize(key: string): string {

View file

@ -38,7 +38,7 @@ export class TouchListener extends CommandGenerator {
if (vec2.squaredLength(movement) > 0) {
vec2.normalize(movement, movement);
this.sendCommandToSubcribers(new MoveActionCommand(movement));
this.sendCommandToSubcribers(new MoveActionCommand(movement, false));
}
this.previousPosition = position;
@ -46,7 +46,7 @@ export class TouchListener extends CommandGenerator {
target.addEventListener('touchend', (event: TouchEvent) => {
event.preventDefault();
this.sendCommandToSubcribers(new MoveActionCommand(vec2.create()));
this.sendCommandToSubcribers(new MoveActionCommand(vec2.create(), false));
});
}

View file

@ -1,6 +1,5 @@
import { vec2 } from 'gl-matrix';
import {
Circle,
CircleLight,
compile,
FilteringOptions,
@ -28,6 +27,7 @@ import { Configuration } from './config/configuration';
import { DeltaTimeCalculator } from './helper/delta-time-calculator';
import { GameObjectContainer } from './objects/game-object-container';
import { BlobShape } from './shapes/blob-shape';
import { Circle } from './shapes/circle';
import { Polygon } from './shapes/polygon';
export class Game {
@ -74,14 +74,14 @@ export class Game {
}
private async setupRenderer(): Promise<void> {
const noiseTexture = await renderNoise([256, 256], 2, 1 / 10);
const noiseTexture = await renderNoise([256, 256], 2, 1);
this.renderer = await compile(
this.canvas,
[
{
...Polygon.descriptor,
shaderCombinationSteps: [0, 2, 6, 16, 32],
shaderCombinationSteps: [0, 2, 6, 16],
},
{
...BlobShape.descriptor,
@ -89,7 +89,7 @@ export class Game {
},
{
...Circle.descriptor,
shaderCombinationSteps: [0, 2, 16, 32],
shaderCombinationSteps: [0, 2, 16],
},
{
...CircleLight.descriptor,
@ -115,7 +115,7 @@ export class Game {
rgb(1, 1, 1),
...settings.playerColors,
],
enableHighDpiRendering: false,
enableHighDpiRendering: true,
lightCutoffDistance: settings.lightCutoffDistance,
textures: {
noiseTexture: {

View file

@ -27,7 +27,7 @@ export class Camera extends GameObject implements ViewObject {
renderer.setViewArea(viewArea.topLeft, viewArea.size);
renderer.setRuntimeSettings({
backgroundColor: mixRgb(
ambientLight: mixRgb(
settings.backgroundGradient[0],
settings.backgroundGradient[1],
(this.center.x - settings.worldLeftEdge) /

View file

@ -1,11 +1,11 @@
import { vec2 } from 'gl-matrix';
import { Drawable, Renderer } from 'sdf-2d';
import { CommandExecutors, Id, Random, StoneBase } from 'shared';
import { CommandExecutors, Id, Random, PlanetBase } from 'shared';
import { RenderCommand } from '../commands/types/render';
import { Polygon } from '../shapes/polygon';
import { ViewObject } from './view-object';
export class StoneView extends StoneBase implements ViewObject {
export class PlanetView extends PlanetBase implements ViewObject {
private shape: Drawable;
protected commandExecutors: CommandExecutors = {
@ -14,11 +14,12 @@ export class StoneView extends StoneBase implements ViewObject {
constructor(id: Id, vertices: Array<vec2>) {
super(id, vertices);
this.shape = new Polygon(vertices, Random.getRandom());
this.shape = new Polygon(vertices);
(this.shape as any).randomOffset = Random.getRandom();
}
public step(deltaTimeInMilliseconds: number): void {
this.shape.randomOffset += deltaTimeInMilliseconds / 5000;
(this.shape as any).randomOffset += deltaTimeInMilliseconds / 4000;
}
public draw(renderer: Renderer): void {

View file

@ -1,10 +1,11 @@
import { vec2 } from 'gl-matrix';
import { Circle, CircleLight, Renderer } from 'sdf-2d';
import { CircleLight, Renderer } from 'sdf-2d';
import { Id, ProjectileBase, rgb } from 'shared';
import { ViewObject } from './view-object';
import { Circle } from '../shapes/circle';
export class ProjectileView extends ProjectileBase implements ViewObject {
private circle: Circle;
private circle: InstanceType<typeof Circle>;
private light: CircleLight;
constructor(id: Id, center: vec2, radius: number) {

View file

@ -11,7 +11,7 @@ export class BlobShape extends Drawable {
uniform vec2 rightFootCenters[BLOB_COUNT];
uniform float headRadii[BLOB_COUNT];
uniform float footRadii[BLOB_COUNT];
uniform float blobColors[BLOB_COUNT];
uniform int blobColors[BLOB_COUNT];
float blobSmoothMin(float a, float b)
{
@ -24,7 +24,7 @@ export class BlobShape extends Drawable {
return distance(target, circleCenter) - radius;
}
float blobMinDistance(vec2 target, out float colorIndex) {
float blobMinDistance(vec2 target, out vec4 color) {
float minDistance = 1000.0;
for (int i = 0; i < BLOB_COUNT; i++) {
@ -40,30 +40,24 @@ export class BlobShape extends Drawable {
vec2 leftEyeOffset = vec2(-headRadii[i] * 0.35, headRadii[i] * 0.2);
vec2 rightEyeOffset = vec2(headRadii[i] * 0.35, headRadii[i] * 0.2);
res = max(
res,
-circleDistance(headCenters[i] + leftEyeOffset, headRadii[i] * 0.25, target)
float eyeDistance = min(
circleDistance(headCenters[i] + rightEyeOffset, headRadii[i] * 0.25, target),
circleDistance(headCenters[i] + leftEyeOffset, headRadii[i] * 0.25, target)
);
res = max(
res,
-circleDistance(headCenters[i] + rightEyeOffset, headRadii[i] * 0.25, target)
eyeDistance = max(
eyeDistance,
-circleDistance(headCenters[i] + leftEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.2, target)
);
res = min(
res,
circleDistance(headCenters[i] + leftEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.25, target)
eyeDistance = max(
eyeDistance,
-circleDistance(headCenters[i] + rightEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.2, target)
);
res = min(
res,
circleDistance(headCenters[i] + rightEyeOffset + vec2(0, -headRadii[i] * 0.175), headRadii[i] * 0.25, target)
);
minDistance = min(minDistance, res);
if (res < 0.0) {
colorIndex = blobColors[i];
if (res < minDistance) {
minDistance = res;
color = eyeDistance < 0.0 ? vec4(1.0) : readFromPalette(blobColors[i]);
}
}

View file

@ -0,0 +1,3 @@
import { CircleFactory } from 'sdf-2d';
export const Circle = CircleFactory(2);

View file

@ -36,7 +36,7 @@
"gl-matrix": "^3.3.0",
"lerna": "^3.22.1",
"prettier": "^2.0.5",
"sdf-2d": "^0.4.1",
"sdf-2d": "^0.5.2",
"socket.io-client": "^2.3.1",
"typescript": "^4.0.3",
"uuid": "^8.2.0"

View file

@ -4,11 +4,14 @@ import { Command } from '../command';
@serializable
export class MoveActionCommand extends Command {
public constructor(public readonly direction: vec2) {
public constructor(
public readonly direction: vec2,
public readonly isCharacterRelative: boolean,
) {
super();
}
public toArray(): Array<any> {
return [this.direction];
return [this.direction, this.isCharacterRelative];
}
}

View file

@ -0,0 +1,3 @@
import { vec2 } from 'gl-matrix';
export const rotateMinus90Deg = (vec: vec2): vec2 => vec2.fromValues(vec.y, -vec.x);

View file

@ -26,6 +26,7 @@ export * from './helper/mix';
export * from './helper/random';
export * from './helper/id';
export * from './helper/rotate-90-deg';
export * from './helper/rotate-minus-90-deg';
export * from './objects/game-object';
export * from './transport/serialization/deserialize';
export * from './transport/serialization/serialize';
@ -34,7 +35,7 @@ export * from './transport/serialization/serializable';
export * from './transport/serialization/override-deserialization';
export * from './objects/types/character-base';
export * from './objects/types/lamp-base';
export * from './objects/types/stone-base';
export * from './objects/types/planet-base';
export * from './objects/types/projectile-base';
export * from './settings';
export * from './transport/transport-events';

View file

@ -4,7 +4,7 @@ import { serializable } from '../../transport/serialization/serializable';
import { GameObject } from '../game-object';
@serializable
export class StoneBase extends GameObject {
export class PlanetBase extends GameObject {
constructor(id: Id, public readonly vertices: Array<vec2>) {
super(id);
}

View file

@ -1,21 +1,25 @@
import { vec2 } from 'gl-matrix';
import { rgb255 } from './helper/rgb255';
export const settings = {
lightCutoffDistance: 600,
physicsMaxStep: 5,
gravitationalForce: vec2.fromValues(0, -3000),
maxVelocityX: 2000,
maxVelocityY: 3650,
polygonEdgeCount: 8,
projectileSpeed: 2000,
physicsMaxStep: 2,
maxVelocityX: 1000,
maxVelocityY: 1000,
polygonEdgeCount: 7,
maxGravityDistance: 700,
maxGravityQ: 180,
maxGravityStrength: 10000,
maxAcceleration: 10000,
projectileSpeed: 4000,
projectileMaxBounceCount: 1,
projectileStartOffset: 150,
projectileCreationInterval: 500,
projectileStartOffset: 250,
projectileCreationInterval: 0.1,
playerColorIndexOffset: 3,
worldLeftEdge: -5000,
worldRightEdge: 5000,
backgroundGradient: [rgb255(255, 117, 129), rgb255(136, 117, 255)],
worldTopEdge: 10000,
worldRightEdge: 10000,
worldLeftEdge: -10000,
worldBottomEdge: -10000,
backgroundGradient: [rgb255(90, 38, 43), rgb255(43, 39, 73)],
playerColors: [
rgb255(107, 48, 188),
rgb255(56, 254, 220),
@ -46,11 +50,8 @@ export const settings = {
rgb255(114, 73, 30),
rgb255(75, 75, 75),
],
maxAccelerationX: 2000000,
maxAccelerationY: 20500,
targetPhysicsDeltaTimeInMilliseconds: 20,
minPhysicsSleepTime: 4,
velocityAttenuation: 0.1,
velocityAttenuation: 0.25,
inViewAreaSize: 1920 * 1080 * 3,
defaultJumpEnergy: 0.25,
};

View file

@ -12,5 +12,6 @@
"module": "commonjs",
"composite": true,
"lib": ["dom", "es2017"]
}
},
"include": ["**/*.ts"]
}