Refactor physics

This commit is contained in:
schmelczerandras 2020-10-05 20:30:42 +02:00
parent 46a48e7c15
commit c5d97eeea6
40 changed files with 484 additions and 791 deletions

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@ -1,181 +0,0 @@
/*import { vec2 } from 'gl-matrix';
import { Flashlight } from 'sdf-2d';
import { rgb } from '../../helper/rgb';
import { IGame } from '../../i-game';
import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
import { BoundingCircle } from '../../physics/bounds/bounding-circle';
import { PhysicsCircle } from '../../physics/bounds/physics-circle';
import { PhysicalGameObject } from '../../physics/physical-object';
import { Physics } from '../../physics/physics';
import { settings } from '../../settings';
import { BlobShape } from '../../shapes/blob-shape';
import { Projectile } from './projectile';
export class Character extends PhysicalGameObject {
protected head: PhysicsCircle;
protected leftFoot: PhysicsCircle;
protected rightFoot: PhysicsCircle;
private keysDown: Set<string> = new Set();
private flashlight = new Flashlight(
vec2.create(),
rgb(1, 0.6, 0.45),
0.15,
vec2.fromValues(1, 0),
50
);
private static walkForce = 0.005;
private static jumpForce = 10;
private shape = new BlobShape();
private boundingCircle = new BoundingCircle(this, vec2.create(), 50);
private readonly headOffset = vec2.fromValues(0, 40);
private readonly leftFootOffset = vec2.fromValues(-20, -10);
private readonly rightFootOffset = vec2.fromValues(20, -10);
constructor(physics: Physics, private game: IGame) {
super(physics, true);
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
this.addCommandExecutor(TeleportToCommand, (c) => this.setPosition(c.position));
this.addCommandExecutor(KeyDownCommand, (c) => this.keysDown.add(c.key));
this.addCommandExecutor(KeyUpCommand, (c) => this.keysDown.delete(c.key));
this.addCommandExecutor(StepCommand, this.stepHandler.bind(this));
this.addCommandExecutor(CursorMoveCommand, this.directLight.bind(this));
this.addCommandExecutor(PrimaryActionCommand, this.spawnProjectile.bind(this));
this.addCommandExecutor(SwipeCommand, (c) => {
//this.tryMoving(vec2.multiply(vec2.create(), c.delta, this.game.viewArea.size));
});
this.head = new PhysicsCircle(physics, this, vec2.clone(this.headOffset), 50);
this.leftFoot = new PhysicsCircle(physics, this, vec2.clone(this.leftFootOffset), 20);
this.rightFoot = new PhysicsCircle(
physics,
this,
vec2.clone(this.rightFootOffset),
20
);
this.shape.setCircles([this.head, this.leftFoot, this.rightFoot]);
this.addToPhysics(true);
}
public distance(target: vec2): number {
return this.shape.minDistance(target);
}
private draw(c: RenderCommand) {
c.renderer.addDrawable(this.shape);
c.renderer.addDrawable(this.flashlight);
}
private directLight(e: CursorMoveCommand) {
const pos = this.game.displayToWorldCoordinates(e.position);
vec2.sub(pos, pos, this.head.center);
this.flashlight.direction = pos;
}
private spawnProjectile(e: PrimaryActionCommand) {
const pos = this.game.displayToWorldCoordinates(e.position);
const direction = vec2.sub(vec2.create(), pos, this.head.center);
vec2.normalize(direction, direction);
const start = vec2.add(
vec2.create(),
this.head.center,
vec2.scale(vec2.create(), direction, this.head.radius)
);
vec2.scale(direction, direction, 5);
const projectile = new Projectile(this.game, this.physics, start, direction);
this.game.addObject(projectile);
}
public get position(): vec2 {
return this.head.center;
}
public getBoundingCircles(): Array<BoundingCircle> {
return [this.boundingCircle];
}
public getBoundingBox(): BoundingBoxBase {
return this.head.boundingBox;
}
private setPosition(value: vec2) {
this.head.center = vec2.clone(value);
this.leftFoot.center = vec2.clone(value);
this.rightFoot.center = vec2.clone(value);
}
public stepHandler(c: StepCommand) {
const deltaTime = c.deltaTimeInMiliseconds;
const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
const up =
~~(
!isAirborne &&
(this.keysDown.has('w') || this.keysDown.has('arrowup') || this.keysDown.has(' '))
) * Character.jumpForce;
const down = ~~(
!isAirborne &&
(this.keysDown.has('s') || this.keysDown.has('arrowdown'))
);
const left =
~~(this.keysDown.has('a') || this.keysDown.has('arrowleft')) *
Character.walkForce *
deltaTime;
const right =
~~(this.keysDown.has('d') || this.keysDown.has('arrowright')) *
Character.walkForce *
deltaTime;
const movementForce = vec2.fromValues(right - left, up - down);
this.head.applyForce(movementForce, deltaTime);
this.head.applyForce(settings.gravitationalForce, deltaTime);
const bodyCenter = vec2.sub(vec2.create(), this.head.center, this.headOffset);
const leftFootPositon = vec2.add(vec2.create(), bodyCenter, this.leftFootOffset);
const rightFootPositon = vec2.add(vec2.create(), bodyCenter, this.rightFootOffset);
const leftFootDelta = vec2.sub(vec2.create(), this.leftFoot.center, leftFootPositon);
const rightFootDelta = vec2.sub(
vec2.create(),
this.rightFoot.center,
rightFootPositon
);
vec2.scale(leftFootDelta, leftFootDelta, 0.0006);
vec2.scale(rightFootDelta, rightFootDelta, 0.0006);
this.head.applyForce(leftFootDelta, deltaTime);
this.head.applyForce(rightFootDelta, deltaTime);
vec2.scale(leftFootDelta, leftFootDelta, -0.5);
vec2.scale(rightFootDelta, rightFootDelta, -0.5);
this.leftFoot.applyForce(movementForce, deltaTime);
this.rightFoot.applyForce(movementForce, deltaTime);
this.leftFoot.applyForce(leftFootDelta, deltaTime);
this.rightFoot.applyForce(rightFootDelta, deltaTime);
this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
this.head.step(deltaTime);
this.leftFoot.step(deltaTime);
this.rightFoot.step(deltaTime);
this.flashlight.center = vec2.add(
vec2.create(),
this.head.center,
vec2.fromValues(0, 0)
);
}
}
*/

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/*import { vec2 } from 'gl-matrix';
import { Circle } from 'sdf-2d';
import { RenderCommand } from '../../commands/render';
import { StepCommand } from '../../commands/step';
import { IGame } from '../../i-game';
import { BoundingBoxBase } from '../../physics/bounds/bounding-box-base';
import { BoundingCircle } from '../../physics/bounds/bounding-circle';
import { PhysicsCircle } from '../../physics/bounds/physics-circle';
import { PhysicalGameObject } from '../../physics/physical-object';
import { Physics } from '../../physics/physics';
import { settings } from '../../settings';
export class Projectile extends PhysicalGameObject {
private shape: Circle;
private bounding: PhysicsCircle;
constructor(private game: IGame, physics: Physics, position: vec2, velocity: vec2) {
super(physics, true);
this.shape = new Circle(position, 20);
this.bounding = new PhysicsCircle(physics, this, position, 20);
this.bounding.applyForce(velocity, 100);
this.addCommandExecutor(RenderCommand, this.draw.bind(this));
this.addCommandExecutor(StepCommand, this.step.bind(this));
this.addToPhysics(true);
}
private draw(c: RenderCommand) {
c.renderer.addDrawable(this.shape);
}
private step(c: StepCommand) {
this.bounding.applyForce(settings.gravitationalForce, c.deltaTimeInMiliseconds);
if (this.bounding.step(c.deltaTimeInMiliseconds)) {
this.game.removeObject(this);
this.physics.removeDynamicBoundingBox(this.getBoundingBox());
}
}
public getBoundingCircles(): BoundingCircle[] {
return [this.bounding];
}
public getBoundingBox(): BoundingBoxBase {
return this.bounding.boundingBox;
}
public distance(target: vec2): number {
return this.bounding.distance(target);
}
}
*/