Refactor physics
This commit is contained in:
parent
46a48e7c15
commit
c5d97eeea6
40 changed files with 484 additions and 791 deletions
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@ -1,10 +1,8 @@
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import { glMatrix } from 'gl-matrix';
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import { Game } from './scripts/game';
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import { Random } from './scripts/helper/random';
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import './styles/main.scss';
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glMatrix.setMatrixArrayType(Array);
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Random.seed = 42;
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const main = async () => {
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try {
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@ -10,7 +10,13 @@ import {
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renderNoise,
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WrapOptions,
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} from 'sdf-2d';
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import { broadcastCommands, SetViewAreaActionCommand, TransportEvents } from 'shared';
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import {
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broadcastCommands,
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prettyPrint,
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settings,
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SetViewAreaActionCommand,
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TransportEvents,
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} from 'shared';
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import io from 'socket.io-client';
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import { KeyboardListener } from './commands/generators/keyboard-listener';
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import { MouseListener } from './commands/generators/mouse-listener';
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@ -20,10 +26,8 @@ import { RenderCommand } from './commands/types/render';
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import { StepCommand } from './commands/types/step';
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import { Configuration } from './config/configuration';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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import { prettyPrint } from './helper/pretty-print';
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import { rgb } from './helper/rgb';
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import { GameObjectContainer } from './objects/game-object-container';
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import { settings } from './settings';
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import { BlobShape } from './shapes/blob-shape';
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import { deserialize } from './transport/deserialize';
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@ -69,7 +73,7 @@ export class Game {
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}
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private async setupRenderer(): Promise<void> {
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const noiseTexture = await renderNoise([1024, 1], 60, 1 / 8);
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const noiseTexture = await renderNoise([512, 1], 50, 1 / 10);
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this.renderer = await compile(
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this.canvas,
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@ -96,7 +100,7 @@ export class Game {
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},
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],
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{
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shadowTraceCount: 12,
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shadowTraceCount: 16,
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paletteSize: 10,
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enableStopwatch: true,
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}
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@ -1,4 +0,0 @@
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export const clamp = (value: number, min: number, max: number): number =>
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Math.min(max, Math.max(min, value));
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export const clamp01 = (value: number): number => Math.min(1, Math.max(0, value));
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@ -1,3 +0,0 @@
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export function last<T>(a: Array<T>): T | null {
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return a.length > 0 ? a[a.length - 1] : null;
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}
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@ -1 +0,0 @@
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export const mix = (from: number, to: number, q: number) => from + (to - from) * q;
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@ -1,4 +0,0 @@
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export const prettyPrint = (o: any): string =>
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JSON.stringify(o, (_, v) => (v.toFixed ? Number(v.toFixed(3)) : v), ' ')
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.replace(/("|,|{|^\n)/g, '')
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.replace(/(\W*}\n?)+/g, '\n\n');
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@ -1,18 +0,0 @@
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// src
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// https://stackoverflow.com/questions/521295/seeding-the-random-number-generator-in-javascript
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// Mulberry32
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export abstract class Random {
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private static _seed = Math.random();
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public static set seed(value: number) {
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Random._seed = value;
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}
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public static getRandom(): number {
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let t = (Random._seed += 0x6d2b79f5);
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t = Math.imul(t ^ (t >>> 15), t | 1);
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t ^= t + Math.imul(t ^ (t >>> 7), t | 61);
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return ((t ^ (t >>> 14)) >>> 0) / 4294967296;
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}
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}
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@ -1,3 +0,0 @@
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import { vec2 } from 'gl-matrix';
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export const rotate90Deg = (vec: vec2): vec2 => vec2.fromValues(-vec.y, vec.x);
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@ -1 +0,0 @@
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export const toPercent = (value: number) => `${Math.round(value * 100)}%`;
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@ -1,3 +0,0 @@
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export const wait = (ms: number): Promise<void> => {
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return new Promise<void>((resolve, _) => setTimeout(resolve, ms));
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};
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@ -1,181 +0,0 @@
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/*import { vec2 } from 'gl-matrix';
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import { Flashlight } from 'sdf-2d';
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import { rgb } from '../../helper/rgb';
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import { IGame } from '../../i-game';
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import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
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import { BoundingCircle } from '../../physics/bounds/bounding-circle';
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import { PhysicsCircle } from '../../physics/bounds/physics-circle';
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import { PhysicalGameObject } from '../../physics/physical-object';
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import { Physics } from '../../physics/physics';
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import { settings } from '../../settings';
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import { BlobShape } from '../../shapes/blob-shape';
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import { Projectile } from './projectile';
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export class Character extends PhysicalGameObject {
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protected head: PhysicsCircle;
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protected leftFoot: PhysicsCircle;
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protected rightFoot: PhysicsCircle;
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private keysDown: Set<string> = new Set();
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private flashlight = new Flashlight(
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vec2.create(),
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rgb(1, 0.6, 0.45),
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0.15,
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vec2.fromValues(1, 0),
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50
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);
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private static walkForce = 0.005;
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private static jumpForce = 10;
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private shape = new BlobShape();
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private boundingCircle = new BoundingCircle(this, vec2.create(), 50);
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private readonly headOffset = vec2.fromValues(0, 40);
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private readonly leftFootOffset = vec2.fromValues(-20, -10);
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private readonly rightFootOffset = vec2.fromValues(20, -10);
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constructor(physics: Physics, private game: IGame) {
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super(physics, true);
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this.addCommandExecutor(RenderCommand, this.draw.bind(this));
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this.addCommandExecutor(TeleportToCommand, (c) => this.setPosition(c.position));
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this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
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this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
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this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
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this.addCommandExecutor(CursorMoveCommand, this.directLight.bind(this));
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this.addCommandExecutor(PrimaryActionCommand, this.spawnProjectile.bind(this));
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this.addCommandExecutor(SwipeCommand, (c) => {
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//this.tryMoving(vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size));
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});
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this.head = new PhysicsCircle(physics, this, vec2.clone(this.headOffset), 50);
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this.leftFoot = new PhysicsCircle(physics, this, vec2.clone(this.leftFootOffset), 20);
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this.rightFoot = new PhysicsCircle(
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physics,
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this,
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vec2.clone(this.rightFootOffset),
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20
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);
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this.shape.setCircles([this.head, this.leftFoot, this.rightFoot]);
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this.addToPhysics(true);
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}
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public distance(target: vec2): number {
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return this.shape.minDistance(target);
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}
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private draw(c: RenderCommand) {
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c.renderer.addDrawable(this.shape);
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c.renderer.addDrawable(this.flashlight);
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}
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private directLight(e: CursorMoveCommand) {
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const pos = this.game.displayToWorldCoordinates(e.position);
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vec2.sub(pos, pos, this.head.center);
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this.flashlight.direction = pos;
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}
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private spawnProjectile(e: PrimaryActionCommand) {
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const pos = this.game.displayToWorldCoordinates(e.position);
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const direction = vec2.sub(vec2.create(), pos, this.head.center);
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vec2.normalize(direction, direction);
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const start = vec2.add(
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vec2.create(),
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this.head.center,
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vec2.scale(vec2.create(), direction, this.head.radius)
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);
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vec2.scale(direction, direction, 5);
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const projectile = new Projectile(this.game, this.physics, start, direction);
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this.game.addObject(projectile);
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}
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public get position(): vec2 {
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return this.head.center;
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}
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public getBoundingCircles(): Array<BoundingCircle> {
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return [this.boundingCircle];
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}
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public getBoundingBox(): BoundingBoxBase {
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return this.head.boundingBox;
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}
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private setPosition(value: vec2) {
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this.head.center = vec2.clone(value);
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this.leftFoot.center = vec2.clone(value);
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this.rightFoot.center = vec2.clone(value);
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}
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public stepHandler(c: StepCommand) {
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const deltaTime = c.deltaTimeInMiliseconds;
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const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
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const up =
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~~(
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!isAirborne &&
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(this.keysDown.has('w') || this.keysDown.has('arrowup') || this.keysDown.has(' '))
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) * Character.jumpForce;
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const down = ~~(
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!isAirborne &&
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(this.keysDown.has('s') || this.keysDown.has('arrowdown'))
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);
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const left =
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~~(this.keysDown.has('a') || this.keysDown.has('arrowleft')) *
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Character.walkForce *
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deltaTime;
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const right =
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~~(this.keysDown.has('d') || this.keysDown.has('arrowright')) *
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Character.walkForce *
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deltaTime;
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const movementForce = vec2.fromValues(right - left, up - down);
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this.head.applyForce(movementForce, deltaTime);
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this.head.applyForce(settings.gravitationalForce, deltaTime);
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const bodyCenter = vec2.sub(vec2.create(), this.head.center, this.headOffset);
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const leftFootPositon = vec2.add(vec2.create(), bodyCenter, this.leftFootOffset);
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const rightFootPositon = vec2.add(vec2.create(), bodyCenter, this.rightFootOffset);
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const leftFootDelta = vec2.sub(vec2.create(), this.leftFoot.center, leftFootPositon);
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const rightFootDelta = vec2.sub(
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vec2.create(),
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this.rightFoot.center,
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rightFootPositon
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);
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vec2.scale(leftFootDelta, leftFootDelta, 0.0006);
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vec2.scale(rightFootDelta, rightFootDelta, 0.0006);
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this.head.applyForce(leftFootDelta, deltaTime);
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this.head.applyForce(rightFootDelta, deltaTime);
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vec2.scale(leftFootDelta, leftFootDelta, -0.5);
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vec2.scale(rightFootDelta, rightFootDelta, -0.5);
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this.leftFoot.applyForce(movementForce, deltaTime);
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this.rightFoot.applyForce(movementForce, deltaTime);
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this.leftFoot.applyForce(leftFootDelta, deltaTime);
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this.rightFoot.applyForce(rightFootDelta, deltaTime);
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this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.head.step(deltaTime);
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this.leftFoot.step(deltaTime);
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this.rightFoot.step(deltaTime);
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this.flashlight.center = vec2.add(
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vec2.create(),
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this.head.center,
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vec2.fromValues(0, 0)
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);
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}
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}
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*/
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@ -1,55 +0,0 @@
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/*import { vec2 } from 'gl-matrix';
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import { Circle } from 'sdf-2d';
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import { RenderCommand } from '../../commands/render';
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import { StepCommand } from '../../commands/step';
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import { IGame } from '../../i-game';
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import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
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import { BoundingCircle } from '../../physics/bounds/bounding-circle';
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import { PhysicsCircle } from '../../physics/bounds/physics-circle';
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import { PhysicalGameObject } from '../../physics/physical-object';
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import { Physics } from '../../physics/physics';
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import { settings } from '../../settings';
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export class Projectile extends PhysicalGameObject {
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private shape: Circle;
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private bounding: PhysicsCircle;
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constructor(private game: IGame, physics: Physics, position: vec2, velocity: vec2) {
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super(physics, true);
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this.shape = new Circle(position, 20);
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this.bounding = new PhysicsCircle(physics, this, position, 20);
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this.bounding.applyForce(velocity, 100);
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this.addCommandExecutor(RenderCommand, this.draw.bind(this));
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this.addCommandExecutor(StepCommand, this.step.bind(this));
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this.addToPhysics(true);
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}
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private draw(c: RenderCommand) {
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c.renderer.addDrawable(this.shape);
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}
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private step(c: StepCommand) {
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this.bounding.applyForce(settings.gravitationalForce, c.deltaTimeInMiliseconds);
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if (this.bounding.step(c.deltaTimeInMiliseconds)) {
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this.game.removeObject(this);
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this.physics.removeDynamicBoundingBox(this.getBoundingBox());
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}
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}
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public getBoundingCircles(): BoundingCircle[] {
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return [this.bounding];
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}
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public getBoundingBox(): BoundingBoxBase {
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return this.bounding.boundingBox;
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}
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public distance(target: vec2): number {
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return this.bounding.distance(target);
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}
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}
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*/
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/*import { vec2 } from 'gl-matrix';
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import { clamp } from '../../helper/clamp';
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import { settings } from '../../settings';
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import { PhysicalGameObject } from '../physical-object';
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import { Physics } from '../physics';
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import { BoundingCircle } from './bounding-circle';
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export class PhysicsCircle extends BoundingCircle {
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private velocity = vec2.create();
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private _isAirborne = true;
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public get isAirborne(): boolean {
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return this._isAirborne;
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}
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constructor(
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private readonly physics: Physics,
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owner: PhysicalGameObject,
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center: vec2,
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radius: number
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) {
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super(owner, center, radius);
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}
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public resetVelocity() {
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this.velocity = vec2.create();
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}
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public applyForce(force: vec2, timeInMilliseconds: number) {
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vec2.add(
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this.velocity,
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this.velocity,
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vec2.scale(vec2.create(), force, timeInMilliseconds)
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);
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vec2.set(
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this.velocity,
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clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
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clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY)
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);
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}
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public step(timeInMilliseconds: number): boolean {
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vec2.scale(
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this.velocity,
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this.velocity,
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Math.pow(settings.velocityAttenuation, timeInMilliseconds)
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);
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const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
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const distanceLength = vec2.length(distance);
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const stepCount = Math.ceil(distanceLength / settings.physicsMaxStep);
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vec2.scale(distance, distance, 1 / stepCount);
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let wasHit = false;
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for (let i = 0; i < stepCount; i++) {
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const { normal, tangent, hitSurface } = this.physics.tryMovingDynamicCircle(
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this,
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distance
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);
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if (hitSurface) {
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vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
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wasHit = true;
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}
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this._isAirborne = !(
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hitSurface && vec2.dot(normal, settings.gravitationalForce) < 0
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);
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}
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return wasHit;
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}
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}
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*/
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@ -1,23 +0,0 @@
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/*import { vec2 } from 'gl-matrix';
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import { GameObject } from '../objects/game-object';
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import { BoundingBoxBase } from './bounds/bounding-box-base';
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import { Physics } from './physics';
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export abstract class PhysicalGameObject extends GameObject {
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public abstract getBoundingBox(): BoundingBoxBase;
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public abstract distance(target: vec2): number;
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public readonly isInverted: boolean = false;
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constructor(protected physics: Physics, public readonly canCollide: boolean) {
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super();
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}
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protected addToPhysics(isDynamic: boolean) {
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if (isDynamic) {
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this.physics.addDynamicBoundingBox(this.getBoundingBox());
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} else {
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this.physics.addStaticBoundingBox(this.getBoundingBox());
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}
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}
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}
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*/
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@ -1,121 +0,0 @@
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/*import { vec2 } from 'gl-matrix';
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import { rotate90Deg } from '../helper/rotate-90-deg';
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import { settings } from '../settings';
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import { BoundingBoxBase } from './bounds/bounding-box-base';
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import { BoundingCircle } from './bounds/bounding-circle';
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import { ImmutableBoundingBox } from './bounds/immutable-bounding-box';
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import { BoundingBoxList } from './containers/bounding-box-list';
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import { BoundingBoxTree } from './containers/bounding-box-tree';
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export class Physics {
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private isTreeInitialized = false;
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private staticBoundingBoxesWaitList = [];
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private staticBoundingBoxes = new BoundingBoxTree();
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private dynamicBoundingBoxes = new BoundingBoxList();
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public addStaticBoundingBox(boundingBox: ImmutableBoundingBox) {
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if (!this.isTreeInitialized) {
|
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this.staticBoundingBoxesWaitList.push(boundingBox);
|
||||
} else {
|
||||
this.staticBoundingBoxes.insert(boundingBox);
|
||||
}
|
||||
}
|
||||
|
||||
public addDynamicBoundingBox(boundingBox: BoundingBoxBase) {
|
||||
this.dynamicBoundingBoxes.insert(boundingBox);
|
||||
}
|
||||
|
||||
public removeDynamicBoundingBox(boundingBox: BoundingBoxBase) {
|
||||
this.dynamicBoundingBoxes.remove(boundingBox);
|
||||
}
|
||||
|
||||
public tryMovingDynamicCircle(
|
||||
circle: BoundingCircle,
|
||||
delta: vec2
|
||||
): {
|
||||
realDelta: vec2;
|
||||
hitSurface: boolean;
|
||||
normal?: vec2;
|
||||
tangent?: vec2;
|
||||
} {
|
||||
circle.center = vec2.add(circle.center, circle.center, delta);
|
||||
|
||||
const intersecting = this.findIntersecting(circle.boundingBox).filter(
|
||||
(b) =>
|
||||
b.owner !== circle.owner && circle.areIntersecting(b.owner) && b.owner.canCollide
|
||||
);
|
||||
|
||||
if (intersecting.length === 0) {
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
|
||||
const points = circle.getPerimeterPoints(settings.hitDetectionCirclePointCount);
|
||||
|
||||
const distancesOfPoints = points
|
||||
.map((point) => ({
|
||||
point,
|
||||
closest: intersecting
|
||||
.map((i) => ({
|
||||
inverted: i.isInverted,
|
||||
distance: i.owner.distance(point),
|
||||
}))
|
||||
.sort((a, b) => a.distance - b.distance)[0],
|
||||
}))
|
||||
.filter((i) => i.closest);
|
||||
|
||||
const distancesOfIntersectingPoints = distancesOfPoints.filter(
|
||||
(d) =>
|
||||
(d.closest.distance > 0 && d.closest.inverted) ||
|
||||
(d.closest.distance < 0 && !d.closest.inverted)
|
||||
);
|
||||
|
||||
if (distancesOfIntersectingPoints.length === 0) {
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
|
||||
const deltas = distancesOfIntersectingPoints.map((pointDistance) => {
|
||||
vec2.subtract(pointDistance.point, circle.center, pointDistance.point);
|
||||
vec2.normalize(pointDistance.point, pointDistance.point);
|
||||
vec2.scale(
|
||||
pointDistance.point,
|
||||
pointDistance.point,
|
||||
(pointDistance.closest.inverted ? 1 : -1) * pointDistance.closest.distance
|
||||
);
|
||||
return pointDistance.point;
|
||||
});
|
||||
|
||||
const approxNormal = deltas.reduce(
|
||||
(sum, current) => vec2.add(sum, sum, current),
|
||||
vec2.create()
|
||||
);
|
||||
vec2.scale(approxNormal, approxNormal, 1 / deltas.length);
|
||||
|
||||
circle.center = vec2.add(circle.center, circle.center, approxNormal);
|
||||
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: true,
|
||||
normal: vec2.normalize(approxNormal, approxNormal),
|
||||
tangent: rotate90Deg(approxNormal),
|
||||
};
|
||||
}
|
||||
|
||||
public findIntersecting(box: BoundingBoxBase): Array<BoundingBoxBase> {
|
||||
return [
|
||||
...this.staticBoundingBoxes.findIntersecting(box),
|
||||
...this.dynamicBoundingBoxes.findIntersecting(box),
|
||||
];
|
||||
}
|
||||
|
||||
public start() {
|
||||
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
|
||||
this.isTreeInitialized = true;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
|
@ -1,12 +0,0 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
|
||||
export const settings = {
|
||||
lightCutoffDistance: 600,
|
||||
hitDetectionCirclePointCount: 32,
|
||||
hitDetectionMaxOverlap: 0.01,
|
||||
physicsMaxStep: 5,
|
||||
gravitationalForce: vec2.fromValues(0, -0.015),
|
||||
maxVelocityX: 1.5,
|
||||
maxVelocityY: 8,
|
||||
velocityAttenuation: 0.99,
|
||||
};
|
||||
|
|
@ -1,7 +0,0 @@
|
|||
export abstract class Typed {
|
||||
public abstract get type(): string;
|
||||
|
||||
public toJSON() {
|
||||
return { type: this.type, ...this };
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue