Refactor physics
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40 changed files with 484 additions and 791 deletions
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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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