Improve movement
This commit is contained in:
parent
7e188c2b9a
commit
c9eae3adeb
16 changed files with 227 additions and 279 deletions
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@ -10,6 +10,7 @@ import {
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ReactsToCollision,
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reactsToCollision,
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} from '../physics/physicals/reacts-to-collision';
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import { Physical } from '../physics/physicals/physical';
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@serializesTo(Circle)
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export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollision {
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@ -18,6 +19,7 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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public velocity = vec2.create();
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private _boundingBox: BoundingBox;
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public lastNormal = vec2.fromValues(1, 0);
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constructor(
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private _center: vec2,
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@ -95,38 +97,27 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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public step(_: number) {}
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public step2(deltaTimeInSeconds: number): GameObject | undefined {
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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, deltaTimeInSeconds),
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);
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const delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
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public step2(
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deltaTimeInSeconds: number,
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additionalCollider?: Physical,
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): { hitObject: GameObject | undefined; velocity: vec2 } {
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let delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
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this.radius += vec2.length(delta);
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const intersecting = this.container.findIntersecting(this.boundingBox);
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const intersecting = this.container
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.findIntersecting(this.boundingBox)
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.filter((b) => b.gameObject !== this.gameObject && b.canCollide);
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this.radius -= vec2.length(delta);
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const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
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vec2.scale(delta, delta, 1 / stepCount);
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if (additionalCollider) {
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intersecting.push(additionalCollider);
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}
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let lastHit: GameObject | undefined;
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for (let i = 0; i < stepCount; i++) {
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const distance = vec2.scale(
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vec2.create(),
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this.velocity,
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deltaTimeInSeconds / stepCount,
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);
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const { normal, hitSurface, hitObject } = moveCircle(
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this,
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vec2.clone(distance),
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intersecting,
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);
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let { normal, hitSurface, hitObject } = moveCircle(this, delta, intersecting);
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if (hitSurface) {
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vec2.copy(this.lastNormal, normal!);
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vec2.subtract(
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this.velocity,
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this.velocity,
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@ -137,37 +128,16 @@ export class CirclePhysical implements Circle, DynamicPhysical, ReactsToCollisio
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),
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);
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lastHit = hitObject;
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if (vec2.length(this.velocity) > 50) {
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delta = vec2.scale(vec2.create(), this.velocity, deltaTimeInSeconds);
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moveCircle(this, delta, intersecting);
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}
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}
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return lastHit;
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}
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const lastVelocity = vec2.clone(this.velocity);
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vec2.zero(this.velocity);
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public tryMove(delta: vec2): GameObject | undefined {
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this.radius += vec2.length(delta);
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const intersecting = this.container.findIntersecting(this.boundingBox);
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this.radius -= vec2.length(delta);
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const stepCount = Math.ceil(vec2.length(delta) / settings.physicsMaxStep);
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vec2.scale(delta, delta, 1 / stepCount);
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let lastHit: GameObject | undefined;
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for (let i = 0; i < stepCount; i++) {
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const { tangent, hitSurface, hitObject } = moveCircle(
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this,
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vec2.clone(delta),
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intersecting,
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);
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if (hitSurface) {
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delta = vec2.scale(delta, tangent!, vec2.length(delta));
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lastHit = hitObject;
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}
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}
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return lastHit;
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return { hitObject, velocity: lastVelocity };
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}
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public toArray(): Array<any> {
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@ -154,43 +154,15 @@ export class PlanetPhysical
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}
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public getForce(position: vec2): vec2 {
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const height = this.distance(position);
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let closestIndex = 0;
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this.vertices.forEach((v, i) => {
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if (
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vec2.distance(position, v) < vec2.distance(position, this.vertices[closestIndex])
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) {
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closestIndex = i;
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}
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});
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const afterClosest = this.vertices[(closestIndex + 1) % this.vertices.length];
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const closest = this.vertices[closestIndex];
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const beforeClosest = this.vertices[
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(closestIndex - 1 + this.vertices.length) % this.vertices.length
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];
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const diff = vec2.subtract(vec2.create(), position, closest);
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const edge1 = vec2.subtract(vec2.create(), afterClosest, closest);
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const edge2 = vec2.subtract(vec2.create(), closest, beforeClosest);
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const normalizedDiff = vec2.normalize(vec2.create(), diff);
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const currentEdge =
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vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge1)), normalizedDiff) >
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vec2.dot(vec2.normalize(vec2.create(), rotate90Deg(edge2)), normalizedDiff)
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? edge1
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: edge2;
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vec2.normalize(currentEdge, currentEdge);
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const normal = rotateMinus90Deg(currentEdge);
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const diff = vec2.subtract(vec2.create(), this.center, position);
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const dist = Math.max(0, vec2.length(diff) - 600);
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vec2.normalize(diff, diff);
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const scale = clamp(
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settings.maxGravityQ * ((settings.maxGravityDistance / height) ** 3 - 1),
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settings.maxGravityQ * ((settings.maxGravityDistance / dist) ** 1.5 - 1),
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0,
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settings.maxGravityStrength,
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);
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return vec2.scale(normal, normal, scale);
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return vec2.scale(diff, diff, scale);
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}
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public get gameObject(): this {
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@ -70,10 +70,13 @@ export class PlayerCharacterPhysical
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public static readonly boundRadius =
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(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
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private timeSinceDying = 0;
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private isDestroyed = false;
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private timeSinceBorn = 0;
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private hasJustBorn = true;
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private direction = 0;
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private currentPlanet?: PlanetPhysical;
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private lastMovementWasRelative = false;
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private secondsSinceOnSurface = 1000;
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public head: CirclePhysical;
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@ -81,15 +84,8 @@ export class PlayerCharacterPhysical
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public rightFoot: CirclePhysical;
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public bound: CirclePhysical;
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public get isAlive(): boolean {
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return !this.isDestroyed;
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}
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(
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vec2.create(),
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false,
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);
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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constructor(
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name: string,
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@ -131,6 +127,10 @@ export class PlayerCharacterPhysical
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);
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}
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public get isAlive(): boolean {
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return !this.isDestroyed;
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}
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public handleMovementAction(c: MoveActionCommand) {
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this.movementActions.push(c);
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}
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@ -150,7 +150,7 @@ export class PlayerCharacterPhysical
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this.health -= other.strength;
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this.remoteCall('setHealth', this.health);
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if (this.health <= 0) {
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this.destroy();
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this.kill();
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other.originator.addKill();
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}
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}
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@ -217,9 +217,6 @@ export class PlayerCharacterPhysical
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vec2.scale(direction, direction, 1 / this.movementActions.length);
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this.lastMovementWasRelative =
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this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
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this.lastMovementAction = last(this.movementActions)!;
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this.movementActions = [];
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}
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@ -227,8 +224,35 @@ export class PlayerCharacterPhysical
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return vec2.normalize(direction, direction);
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}
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private animateScaling(q: number) {
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this.remoteCall(
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'updateCircles',
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new Circle(this.head.center, PlayerCharacterPhysical.headRadius * q),
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new Circle(this.leftFoot.center, PlayerCharacterPhysical.feetRadius * q),
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new Circle(this.rightFoot.center, PlayerCharacterPhysical.feetRadius * q),
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);
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}
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public step(deltaTime: number) {
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if ((this.secondsSinceOnSurface += deltaTime) > 1) {
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if (this.isDestroyed) {
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if ((this.timeSinceDying += deltaTime) > settings.spawnDespawnTime) {
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this.destroy();
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} else {
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this.animateScaling(1 - this.timeSinceDying / settings.spawnDespawnTime);
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}
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return;
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}
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if (this.hasJustBorn) {
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if ((this.timeSinceBorn += deltaTime) > settings.spawnDespawnTime) {
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this.hasJustBorn = false;
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} else {
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this.animateScaling(this.timeSinceBorn / settings.spawnDespawnTime);
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}
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return;
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}
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if ((this.secondsSinceOnSurface += deltaTime) > 0.5) {
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this.currentPlanet = undefined;
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}
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@ -247,12 +271,11 @@ export class PlayerCharacterPhysical
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),
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),
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);
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const feetCenter = vec2.add(
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vec2.create(),
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this.leftFoot.center,
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this.rightFoot.center,
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);
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vec2.scale(feetCenter, feetCenter, 0.5);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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if (!this.currentPlanet) {
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const leftFootGravity = forceAtPosition(
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this.leftFoot.center,
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intersectingWithForcefield,
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@ -262,19 +285,10 @@ export class PlayerCharacterPhysical
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intersectingWithForcefield,
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);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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if (!this.currentPlanet) {
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this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
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const sumForce = vec2.subtract(
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vec2.create(),
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// the next line is intentional
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vec2.add(vec2.create(), leftFootGravity, rightFootGravity),
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movementForce,
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);
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const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
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this.setDirection(
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vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
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@ -284,32 +298,41 @@ export class PlayerCharacterPhysical
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const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
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const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
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if (this.lastMovementWasRelative) {
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vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
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vec2.add(leftFootGravity, leftFootGravity, rightFootGravity);
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const gravity = vec2.scale(leftFootGravity, leftFootGravity, 0.5);
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if (vec2.dot(movementForce, gravity) < -vec2.length(movementForce) * 0.8) {
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vec2.scale(gravity, gravity, 0.35);
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}
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if (vec2.dot(movementForce, leftFootGravity) < -vec2.length(movementForce) * 0.8) {
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vec2.scale(leftFootGravity, leftFootGravity, 0.35);
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vec2.scale(rightFootGravity, rightFootGravity, 0.35);
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}
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this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
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const scaledLeftFootGravity = vec2.scale(
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vec2.create(),
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this.leftFoot.lastNormal,
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vec2.dot(this.leftFoot.lastNormal, gravity),
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);
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this.applyForce(this.leftFoot, scaledLeftFootGravity, deltaTime);
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const headGravity = this.currentPlanet!.getForce(this.head.center);
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const scaledRightFootGravity = vec2.scale(
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vec2.create(),
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this.rightFoot.lastNormal,
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vec2.dot(this.rightFoot.lastNormal, gravity),
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);
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if (vec2.length(headGravity) < vec2.length(leftFootGravity) / 2) {
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this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTime);
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if (vec2.length(gravity) <= 100) {
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this.currentPlanet = undefined;
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}
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this.setDirection(headGravity, deltaTime);
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this.setDirection(gravity, deltaTime);
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}
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this.applyForce(this.leftFoot, movementForce, deltaTime);
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this.applyForce(this.rightFoot, movementForce, deltaTime);
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this.keepPosture(deltaTime);
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this.stepBodyPart(this.leftFoot, deltaTime);
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this.stepBodyPart(this.rightFoot, deltaTime);
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this.keepPosture(deltaTime);
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this.stepBodyPart(this.head, deltaTime);
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this.remoteCall('updateCircles', this.head, this.leftFoot, this.rightFoot);
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}
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@ -323,45 +346,29 @@ export class PlayerCharacterPhysical
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}
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private keepPosture(deltaTime: number) {
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const center = this.center;
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let center = this.center;
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this.springMove(
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this.leftFoot,
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center,
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PlayerCharacterPhysical.leftFootOffset,
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deltaTime,
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15000,
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);
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this.springMove(
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this.rightFoot,
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center,
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PlayerCharacterPhysical.rightFootOffset,
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deltaTime,
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15000,
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);
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/*
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const feetDelta = vec2.subtract(
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vec2.create(),
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this.leftFoot.center,
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this.rightFoot.center,
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);
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const desiredDistance = vec2.dist(
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PlayerCharacterPhysical.desiredLeftFootOffset,
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PlayerCharacterPhysical.desiredRightFootOffset,
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);
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const actualDistance = vec2.length(feetDelta);
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const delta = vec2.normalize(feetDelta, feetDelta);
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vec2.scale(delta, delta, Math.min(actualDistance / 2, deltaTime * 200));
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let hitObject = this.rightFoot.tryMove(delta);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}
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vec2.scale(delta, delta, -1);
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hitObject = this.leftFoot.tryMove(delta);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}*/
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this.springMove(this.head, center, PlayerCharacterPhysical.headOffset, deltaTime);
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this.springMove(
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this.head,
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center,
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PlayerCharacterPhysical.headOffset,
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deltaTime,
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25000,
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);
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}
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private springMove(
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@ -369,28 +376,25 @@ export class PlayerCharacterPhysical
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center: vec2,
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offset: vec2,
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deltaTime: number,
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strength: number,
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) {
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const desiredPosition = vec2.add(vec2.create(), center, offset);
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
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const positionDelta = vec2.subtract(vec2.create(), desiredPosition, object.center);
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const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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const positionDeltaLength = vec2.length(positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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Math.min(positionDeltaLength, (positionDeltaLength / 50) * deltaTime * 800),
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positionDeltaLength * deltaTime * strength,
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);
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const hitObject = object.tryMove(positionDelta);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}
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object.applyForce(positionDelta, deltaTime);
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}
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private stepBodyPart(part: CirclePhysical, deltaTime: number) {
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const hitObject = part.step2(deltaTime);
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const { hitObject } = part.step2(deltaTime);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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@ -411,13 +415,14 @@ export class PlayerCharacterPhysical
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);
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}
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public destroy() {
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if (!this.isDestroyed) {
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public kill() {
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this.isDestroyed = true;
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}
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private destroy() {
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this.container.removeObject(this);
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this.container.removeObject(this.head);
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this.container.removeObject(this.leftFoot);
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this.container.removeObject(this.rightFoot);
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}
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}
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}
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@ -114,10 +114,19 @@ export class ProjectilePhysical
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}
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});
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vec2.add(this.velocity, this.velocity, vec2.scale(vec2.create(), gravity, deltaTime));
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vec2.add(
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this.velocity,
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this.velocity,
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vec2.scale(
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vec2.create(),
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gravity,
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deltaTime * settings.gravityScalingForProjectiles,
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),
|
||||
);
|
||||
|
||||
this.object.velocity = this.velocity;
|
||||
this.object.step2(deltaTime);
|
||||
vec2.copy(this.object.velocity, this.velocity);
|
||||
const { velocity } = this.object.step2(deltaTime);
|
||||
vec2.copy(this.velocity, velocity);
|
||||
|
||||
this.remoteCall('setCenter', this.center);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -17,26 +17,24 @@ export const moveCircle = (
|
|||
tangent?: vec2;
|
||||
hitObject?: GameObject;
|
||||
} => {
|
||||
const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
|
||||
vec2.add(nextCircle.center, nextCircle.center, delta);
|
||||
|
||||
possibleIntersectors = possibleIntersectors.filter(
|
||||
(b) => b.gameObject !== circle.gameObject && b.canCollide,
|
||||
const direction = vec2.normalize(vec2.create(), delta);
|
||||
const deltaLength = vec2.length(delta);
|
||||
let travelled = 0;
|
||||
let rayEnd = vec2.create();
|
||||
let prevMinDistance = 0;
|
||||
while (travelled < deltaLength) {
|
||||
travelled += prevMinDistance;
|
||||
vec2.add(
|
||||
rayEnd,
|
||||
circle.center,
|
||||
vec2.scale(vec2.create(), direction, Math.min(travelled, deltaLength)),
|
||||
);
|
||||
|
||||
const sdfAtCenter = evaluateSdf(nextCircle.center, possibleIntersectors);
|
||||
|
||||
if (sdfAtCenter > nextCircle.radius) {
|
||||
circle.center = vec2.add(circle.center, circle.center, delta);
|
||||
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
}
|
||||
const minDistance = evaluateSdf(rayEnd, possibleIntersectors);
|
||||
|
||||
if (minDistance < circle.radius) {
|
||||
const intersecting = possibleIntersectors.find(
|
||||
(i) => i.distance(nextCircle.center) <= circle.radius,
|
||||
(i) => i.distance(rayEnd) <= circle.radius,
|
||||
)!;
|
||||
|
||||
if (ignoreCollision) {
|
||||
|
|
@ -51,14 +49,28 @@ export const moveCircle = (
|
|||
}
|
||||
}
|
||||
|
||||
vec2.add(
|
||||
rayEnd,
|
||||
circle.center,
|
||||
vec2.scale(vec2.create(), direction, travelled - prevMinDistance),
|
||||
);
|
||||
|
||||
vec2.copy(circle.center, rayEnd);
|
||||
|
||||
const dx =
|
||||
evaluateSdf(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0.01, 0)), [
|
||||
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0.01, 0)), [
|
||||
intersecting,
|
||||
]) - sdfAtCenter;
|
||||
]) -
|
||||
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(-0.01, 0)), [
|
||||
intersecting,
|
||||
]);
|
||||
const dy =
|
||||
evaluateSdf(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 0.01)), [
|
||||
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, 0.01)), [
|
||||
intersecting,
|
||||
]) - sdfAtCenter;
|
||||
]) -
|
||||
evaluateSdf(vec2.add(vec2.create(), rayEnd, vec2.fromValues(0, -0.01)), [
|
||||
intersecting,
|
||||
]);
|
||||
const normal = vec2.fromValues(dx, dy);
|
||||
vec2.normalize(normal, normal);
|
||||
const rotatedNormal = rotate90Deg(normal);
|
||||
|
|
@ -72,4 +84,15 @@ export const moveCircle = (
|
|||
? vec2.scale(rotatedNormal, rotatedNormal, -1)
|
||||
: rotatedNormal,
|
||||
};
|
||||
}
|
||||
|
||||
prevMinDistance = minDistance;
|
||||
}
|
||||
|
||||
vec2.add(circle.center, circle.center, delta);
|
||||
|
||||
return {
|
||||
realDelta: delta,
|
||||
hitSurface: false,
|
||||
};
|
||||
};
|
||||
|
|
|
|||
|
|
@ -196,7 +196,7 @@ export class NPC extends PlayerBase {
|
|||
this.timeSinceLastFindShootTarget = 0;
|
||||
}
|
||||
|
||||
this.character?.handleMovementAction(new MoveActionCommand(this.direction, false));
|
||||
this.character?.handleMovementAction(new MoveActionCommand(this.direction));
|
||||
}
|
||||
|
||||
protected createCharacter() {
|
||||
|
|
|
|||
|
|
@ -69,6 +69,6 @@ export abstract class PlayerBase extends CommandReceiver {
|
|||
}
|
||||
|
||||
public destroy() {
|
||||
this.character?.destroy();
|
||||
this.character?.kill();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,6 @@
|
|||
"downlevelIteration": true,
|
||||
"moduleResolution": "node",
|
||||
"module": "commonjs",
|
||||
"composite": true,
|
||||
"lib": ["dom", "es2017"],
|
||||
"typeRoots": ["./types", "./node_modules/@types"]
|
||||
},
|
||||
|
|
|
|||
|
|
@ -63,15 +63,6 @@
|
|||
|
||||
<div id="settings-container">
|
||||
<section id="settings">
|
||||
<label for="enable-relative-movement">
|
||||
<input id="enable-relative-movement" type="checkbox" />
|
||||
<img
|
||||
title="Make movement be relative to the gravitational field"
|
||||
alt="a dashed circle"
|
||||
src="../static/circle.svg"
|
||||
/>
|
||||
</label>
|
||||
|
||||
<label for="enable-vibration">
|
||||
<input id="enable-vibration" type="checkbox" />
|
||||
<img
|
||||
|
|
|
|||
|
|
@ -48,9 +48,6 @@ const toggleSettingsButton = document.querySelector(
|
|||
const minimize = document.querySelector('#minimize') as HTMLElement;
|
||||
const maximize = document.querySelector('#maximize') as HTMLElement;
|
||||
const logoutButton = document.querySelector('#logout') as HTMLElement;
|
||||
const enableRelativeMovement = document.querySelector(
|
||||
'#enable-relative-movement',
|
||||
) as HTMLInputElement;
|
||||
const enableSounds = document.querySelector('#enable-sounds') as HTMLInputElement;
|
||||
const enableMusic = document.querySelector('#enable-music') as HTMLInputElement;
|
||||
const enableVibration = document.querySelector('#enable-vibration') as HTMLInputElement;
|
||||
|
|
@ -123,7 +120,6 @@ const main = async () => {
|
|||
serverContainer.addEventListener('scroll', applyServerContainerShadows);
|
||||
|
||||
OptionsHandler.initialize({
|
||||
relativeMovementEnabled: enableRelativeMovement,
|
||||
soundsEnabled: enableSounds,
|
||||
vibrationEnabled: enableVibration,
|
||||
musicEnabled: enableMusic,
|
||||
|
|
|
|||
|
|
@ -35,9 +35,7 @@ export class KeyboardListener extends CommandGenerator {
|
|||
if (vec2.squaredLength(movement) > 0) {
|
||||
vec2.normalize(movement, movement);
|
||||
}
|
||||
this.sendCommandToSubcribers(
|
||||
new MoveActionCommand(movement, OptionsHandler.options.relativeMovementEnabled),
|
||||
);
|
||||
this.sendCommandToSubcribers(new MoveActionCommand(movement));
|
||||
}
|
||||
|
||||
private normalize(key: string): string {
|
||||
|
|
|
|||
|
|
@ -75,18 +75,10 @@ export class TouchJoystickListener extends CommandGenerator {
|
|||
vec2.set(movement, movement.x, -movement.y);
|
||||
if (length > 10) {
|
||||
this.sendCommandToSubcribers(
|
||||
new MoveActionCommand(
|
||||
vec2.normalize(movement, movement),
|
||||
OptionsHandler.options.relativeMovementEnabled,
|
||||
),
|
||||
new MoveActionCommand(vec2.normalize(movement, movement)),
|
||||
);
|
||||
} else {
|
||||
this.sendCommandToSubcribers(
|
||||
new MoveActionCommand(
|
||||
vec2.create(),
|
||||
OptionsHandler.options.relativeMovementEnabled,
|
||||
),
|
||||
);
|
||||
this.sendCommandToSubcribers(new MoveActionCommand(vec2.create()));
|
||||
}
|
||||
});
|
||||
|
||||
|
|
@ -104,12 +96,7 @@ export class TouchJoystickListener extends CommandGenerator {
|
|||
} else if (event.touches.length === 0) {
|
||||
this.isJoystickActive = false;
|
||||
this.joystick.parentElement?.removeChild(this.joystick);
|
||||
this.sendCommandToSubcribers(
|
||||
new MoveActionCommand(
|
||||
vec2.create(),
|
||||
OptionsHandler.options.relativeMovementEnabled,
|
||||
),
|
||||
);
|
||||
this.sendCommandToSubcribers(new MoveActionCommand(vec2.create()));
|
||||
}
|
||||
});
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@ import { ServerInformation, serverInformationEndpoint, TransportEvents } from 's
|
|||
import io from 'socket.io-client';
|
||||
import { Configuration } from './config/configuration';
|
||||
import parser from 'socket.io-msgpack-parser';
|
||||
import { SoundHandler, Sounds } from './sound-handler';
|
||||
|
||||
export type PlayerDecision = {
|
||||
playerName: string;
|
||||
|
|
@ -26,6 +27,7 @@ export class JoinFormHandler {
|
|||
});
|
||||
|
||||
form.onsubmit = (e) => {
|
||||
SoundHandler.play(Sounds.click);
|
||||
const result: PlayerDecision = (Array.from(
|
||||
(new FormData(form) as any).entries(),
|
||||
) as Array<[string, any]>).reduce((result, [name, value]) => {
|
||||
|
|
@ -113,6 +115,7 @@ class ServerChooserOption {
|
|||
this.inputElement.name = 'server';
|
||||
this.inputElement.checked = isFirst;
|
||||
this.labelElement.htmlFor = url;
|
||||
this.labelElement.onclick = () => SoundHandler.play(Sounds.click);
|
||||
this.divElement.appendChild(this.inputElement);
|
||||
this.divElement.appendChild(this.labelElement);
|
||||
this.labelElement.appendChild(this.serverNameElement);
|
||||
|
|
|
|||
|
|
@ -3,7 +3,6 @@ import { SoundHandler, Sounds } from './sound-handler';
|
|||
interface Options {
|
||||
vibrationEnabled: boolean;
|
||||
soundsEnabled: boolean;
|
||||
relativeMovementEnabled: boolean;
|
||||
musicEnabled: boolean;
|
||||
}
|
||||
|
||||
|
|
@ -12,7 +11,6 @@ export abstract class OptionsHandler {
|
|||
private static _options: Options = {
|
||||
vibrationEnabled: true,
|
||||
soundsEnabled: true,
|
||||
relativeMovementEnabled: false,
|
||||
musicEnabled: true,
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -4,14 +4,11 @@ import { Command } from '../command';
|
|||
|
||||
@serializable
|
||||
export class MoveActionCommand extends Command {
|
||||
public constructor(
|
||||
public readonly direction: vec2,
|
||||
public readonly isCharacterRelative: boolean,
|
||||
) {
|
||||
public constructor(public readonly direction: vec2) {
|
||||
super();
|
||||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
return [this.direction, this.isCharacterRelative];
|
||||
return [this.direction];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -12,10 +12,11 @@ const redPlanetColor = redColorDim;
|
|||
|
||||
export const settings = {
|
||||
lightCutoffDistance: 600,
|
||||
physicsMaxStep: 8,
|
||||
maxVelocityX: 1000,
|
||||
maxVelocityY: 1000,
|
||||
radiusSteps: 500,
|
||||
gravityScalingForProjectiles: 5,
|
||||
spawnDespawnTime: 0.7,
|
||||
worldRadius: 10000,
|
||||
objectsOnCircleLength: 0.002,
|
||||
planetEdgeCount: 7,
|
||||
|
|
@ -23,19 +24,19 @@ export const settings = {
|
|||
loseControlTimeInSeconds: 24,
|
||||
planetPointGenerationInterval: 1.5,
|
||||
planetPointGenerationValue: 1,
|
||||
maxGravityDistance: 700,
|
||||
maxGravityQ: 180,
|
||||
maxGravityDistance: 800,
|
||||
maxGravityQ: 10000,
|
||||
planetControlThreshold: 0.2,
|
||||
playerMaxHealth: 100,
|
||||
maxGravityStrength: 10000,
|
||||
maxAcceleration: 10000,
|
||||
maxGravityStrength: 20000,
|
||||
maxAcceleration: 60000,
|
||||
playerMaxStrength: 80,
|
||||
endGameDeltaScaling: 4,
|
||||
playerDiedTimeout: 5,
|
||||
playerStrengthRegenerationPerSeconds: 60,
|
||||
playerStrengthRegenerationPerSeconds: 80,
|
||||
projectileMaxStrength: 40,
|
||||
projectileSpeed: 4000,
|
||||
projectileMaxBounceCount: 1,
|
||||
projectileMaxBounceCount: 2,
|
||||
projectileTimeout: 3,
|
||||
projectileFadeSpeed: 20,
|
||||
projectileCreationInterval: 0.1,
|
||||
|
|
@ -45,6 +46,7 @@ export const settings = {
|
|||
declaPlanetColor,
|
||||
npcNames: [
|
||||
'Adam',
|
||||
'Andrew',
|
||||
'Clarence',
|
||||
'Elliot',
|
||||
'Elmer',
|
||||
|
|
@ -66,7 +68,6 @@ export const settings = {
|
|||
'Niles',
|
||||
'Oliver',
|
||||
'Blaise',
|
||||
'Andrew',
|
||||
'Opie',
|
||||
'Ryan',
|
||||
'Toby',
|
||||
|
|
@ -112,6 +113,5 @@ export const settings = {
|
|||
paletteDim: [declaColorDim, neutralColor, redColorDim],
|
||||
targetPhysicsDeltaTimeInMilliseconds: 20,
|
||||
minPhysicsSleepTime: 4,
|
||||
velocityAttenuation: 0.25,
|
||||
inViewAreaSize: 1920 * 1080 * 3,
|
||||
};
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue