Improve movement

This commit is contained in:
schmelczerandras 2020-10-27 10:32:37 +01:00
parent 7e188c2b9a
commit c9eae3adeb
16 changed files with 227 additions and 279 deletions

View file

@ -70,10 +70,13 @@ export class PlayerCharacterPhysical
public static readonly boundRadius =
(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
private timeSinceDying = 0;
private isDestroyed = false;
private timeSinceBorn = 0;
private hasJustBorn = true;
private direction = 0;
private currentPlanet?: PlanetPhysical;
private lastMovementWasRelative = false;
private secondsSinceOnSurface = 1000;
public head: CirclePhysical;
@ -81,15 +84,8 @@ export class PlayerCharacterPhysical
public rightFoot: CirclePhysical;
public bound: CirclePhysical;
public get isAlive(): boolean {
return !this.isDestroyed;
}
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(
vec2.create(),
false,
);
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
constructor(
name: string,
@ -131,6 +127,10 @@ export class PlayerCharacterPhysical
);
}
public get isAlive(): boolean {
return !this.isDestroyed;
}
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
@ -150,7 +150,7 @@ export class PlayerCharacterPhysical
this.health -= other.strength;
this.remoteCall('setHealth', this.health);
if (this.health <= 0) {
this.destroy();
this.kill();
other.originator.addKill();
}
}
@ -217,9 +217,6 @@ export class PlayerCharacterPhysical
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementWasRelative =
this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
@ -227,8 +224,35 @@ export class PlayerCharacterPhysical
return vec2.normalize(direction, direction);
}
private animateScaling(q: number) {
this.remoteCall(
'updateCircles',
new Circle(this.head.center, PlayerCharacterPhysical.headRadius * q),
new Circle(this.leftFoot.center, PlayerCharacterPhysical.feetRadius * q),
new Circle(this.rightFoot.center, PlayerCharacterPhysical.feetRadius * q),
);
}
public step(deltaTime: number) {
if ((this.secondsSinceOnSurface += deltaTime) > 1) {
if (this.isDestroyed) {
if ((this.timeSinceDying += deltaTime) > settings.spawnDespawnTime) {
this.destroy();
} else {
this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
}
return;
}
if (this.hasJustBorn) {
if ((this.timeSinceBorn += deltaTime) > settings.spawnDespawnTime) {
this.hasJustBorn = false;
} else {
this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
}
return;
}
if ((this.secondsSinceOnSurface += deltaTime) > 0.5) {
this.currentPlanet = undefined;
}
@ -247,34 +271,24 @@ export class PlayerCharacterPhysical
),
),
);
const feetCenter = vec2.add(
vec2.create(),
this.leftFoot.center,
this.rightFoot.center,
);
vec2.scale(feetCenter, feetCenter, 0.5);
const leftFootGravity = forceAtPosition(
this.leftFoot.center,
intersectingWithForcefield,
);
const rightFootGravity = forceAtPosition(
this.rightFoot.center,
intersectingWithForcefield,
);
const direction = this.averageAndResetMovementActions();
const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
if (!this.currentPlanet) {
const leftFootGravity = forceAtPosition(
this.leftFoot.center,
intersectingWithForcefield,
);
const rightFootGravity = forceAtPosition(
this.rightFoot.center,
intersectingWithForcefield,
);
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
const sumForce = vec2.subtract(
vec2.create(),
// the next line is intentional
vec2.add(vec2.create(), leftFootGravity, rightFootGravity),
movementForce,
);
const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
this.setDirection(
vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
@ -284,32 +298,41 @@ export class PlayerCharacterPhysical
const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
if (this.lastMovementWasRelative) {
vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
if (vec2.dot(movementForce, gravity) < -vec2.length(movementForce) * 0.8) {
vec2.scale(gravity, gravity, 0.35);
}
if (vec2.dot(movementForce, leftFootGravity) < -vec2.length(movementForce) * 0.8) {
vec2.scale(leftFootGravity, leftFootGravity, 0.35);
vec2.scale(rightFootGravity, rightFootGravity, 0.35);
}
this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
const scaledLeftFootGravity = vec2.scale(
vec2.create(),
this.leftFoot.lastNormal,
vec2.dot(this.leftFoot.lastNormal, gravity),
);
this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTime);
const headGravity = this.currentPlanet!.getForce(this.head.center);
const scaledRightFootGravity = vec2.scale(
vec2.create(),
this.rightFoot.lastNormal,
vec2.dot(this.rightFoot.lastNormal, gravity),
);
if (vec2.length(headGravity) < vec2.length(leftFootGravity) / 2) {
this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTime);
if (vec2.length(gravity) <= 100) {
this.currentPlanet = undefined;
}
this.setDirection(headGravity, deltaTime);
this.setDirection(gravity, deltaTime);
}
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
this.keepPosture(deltaTime);
this.stepBodyPart(this.leftFoot, deltaTime);
this.stepBodyPart(this.rightFoot, deltaTime);
this.keepPosture(deltaTime);
this.stepBodyPart(this.head, deltaTime);
this.remoteCall('updateCircles', this.head, this.leftFoot, this.rightFoot);
}
@ -323,45 +346,29 @@ export class PlayerCharacterPhysical
}
private keepPosture(deltaTime: number) {
const center = this.center;
let center = this.center;
this.springMove(
this.leftFoot,
center,
PlayerCharacterPhysical.leftFootOffset,
deltaTime,
15000,
);
this.springMove(
this.rightFoot,
center,
PlayerCharacterPhysical.rightFootOffset,
deltaTime,
15000,
);
/*
const feetDelta = vec2.subtract(
vec2.create(),
this.leftFoot.center,
this.rightFoot.center,
);
const desiredDistance = vec2.dist(
PlayerCharacterPhysical.desiredLeftFootOffset,
PlayerCharacterPhysical.desiredRightFootOffset,
);
const actualDistance = vec2.length(feetDelta);
const delta = vec2.normalize(feetDelta, feetDelta);
vec2.scale(delta, delta, Math.min(actualDistance / 2, deltaTime * 200));
let hitObject = this.rightFoot.tryMove(delta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
vec2.scale(delta, delta, -1);
hitObject = this.leftFoot.tryMove(delta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}*/
this.springMove(this.head, center, PlayerCharacterPhysical.headOffset, deltaTime);
this.springMove(
this.head,
center,
PlayerCharacterPhysical.headOffset,
deltaTime,
25000,
);
}
private springMove(
@ -369,28 +376,25 @@ export class PlayerCharacterPhysical
center: vec2,
offset: vec2,
deltaTime: number,
strength: number,
) {
const desiredPosition = vec2.add(vec2.create(), center, offset);
vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
const positionDelta = vec2.subtract(vec2.create(), desiredPosition, object.center);
const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
const positionDeltaLength = vec2.length(positionDelta);
vec2.scale(
positionDelta,
positionDeltaDirection,
Math.min(positionDeltaLength, (positionDeltaLength / 50) * deltaTime * 800),
positionDeltaLength * deltaTime * strength,
);
const hitObject = object.tryMove(positionDelta);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
}
object.applyForce(positionDelta, deltaTime);
}
private stepBodyPart(part: CirclePhysical, deltaTime: number) {
const hitObject = part.step2(deltaTime);
const { hitObject } = part.step2(deltaTime);
if (hitObject instanceof PlanetPhysical) {
this.secondsSinceOnSurface = 0;
this.currentPlanet = hitObject;
@ -411,13 +415,14 @@ export class PlayerCharacterPhysical
);
}
public destroy() {
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
}
public kill() {
this.isDestroyed = true;
}
private destroy() {
this.container.removeObject(this);
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
}
}