WIP
This commit is contained in:
parent
37954e2ef1
commit
cd75bdbfde
20 changed files with 253 additions and 131 deletions
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@ -25,9 +25,6 @@ Random.seed = 42;
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const objects = new PhysicalContainer();
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createDungeon(objects);
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createDungeon(objects);
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createDungeon(objects);
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createDungeon(objects);
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objects.initialize();
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@ -99,15 +96,6 @@ const handlePhysics = () => {
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console.log(players.map((p) => p.latency));
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}
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if (deltas.length > 100) {
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deltas.sort((a, b) => a - b);
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console.log(`Median physics time: ${deltas[50].toFixed(2)} ms`);
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console.log(
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`Memory used: ${(process.memoryUsage().rss / 1024 / 1024).toFixed(2)} MB`,
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);
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deltas = [];
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}
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objects.sendCommand(step);
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players.forEach((p) => p.sendCommand(step));
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@ -1,20 +1,28 @@
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import { vec2, vec3 } from 'gl-matrix';
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import { Random } from 'shared';
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import { LampPhysical } from '../objects/lamp-physical';
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import { TunnelPhysical } from '../objects/tunnel-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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export const createDungeon = (objects: PhysicalContainer) => {
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let previousRadius = 350;
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let previousEnd = vec2.create();
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const lightPositions: Array<vec2> = [];
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let tunnelsCountSinceLastLight = 0;
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for (let j = 0; j < 6; j++) {
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let previousRadius = 500;
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let previousEnd = vec2.fromValues(
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j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
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j === 0 ? 0 : Random.getRandomInRange(-1000, 1000),
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);
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for (let i = 0; i < 500; i++) {
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const delta = vec2.fromValues(j % 2 ? 1 : -1, Random.getRandomInRange(-1, 1));
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for (let i = 0; i < 50000; i += 500) {
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const deltaHeight = (Random.getRandom() - 0.5) * 500;
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const height = previousEnd.y + deltaHeight;
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const currentEnd = vec2.fromValues(i, height);
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const currentToRadius = Random.getRandom() * 300 + 150;
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vec2.normalize(delta, delta);
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vec2.scale(delta, delta, 500);
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const currentEnd = vec2.add(delta, delta, previousEnd);
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const currentToRadius = Random.getRandom() * 250 + 150;
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const tunnel = new TunnelPhysical(
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previousEnd,
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@ -25,21 +33,29 @@ export const createDungeon = (objects: PhysicalContainer) => {
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objects.addObject(tunnel);
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if (++tunnelsCountSinceLastLight > 3 && Random.getRandom() > 0.7) {
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if (Random.getRandom() > 0.7) {
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const position = currentEnd;
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if (!lightPositions.find((p) => vec2.dist(p, position) < 2000)) {
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lightPositions.push(position);
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objects.addObject(
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new LampPhysical(
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currentEnd,
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vec3.normalize(
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vec3.create(),
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vec3.fromValues(Random.getRandom(), 0, Random.getRandom()),
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vec3.fromValues(
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Random.getRandomInRange(0.5, 1),
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0,
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Random.getRandomInRange(0.5, 1),
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),
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0.5,
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),
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Random.getRandomInRange(0.5, 1),
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),
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);
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tunnelsCountSinceLastLight = 0;
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}
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}
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previousEnd = currentEnd;
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previousRadius = currentToRadius;
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}
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}
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};
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@ -44,19 +44,22 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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constructor(private readonly container: PhysicalContainer) {
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super(id());
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this.head = new CirclePhysical(
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vec2.clone(CharacterPhysical.headOffset),
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//vec2.clone(CharacterPhysical.headOffset),
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[-2952.911, 215.241],
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50,
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this,
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container,
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);
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this.leftFoot = new CirclePhysical(
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vec2.clone(CharacterPhysical.leftFootOffset),
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// vec2.clone(CharacterPhysical.leftFootOffset),
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[-2930.603, 162.542],
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20,
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this,
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container,
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);
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this.rightFoot = new CirclePhysical(
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vec2.clone(CharacterPhysical.rightFootOffset),
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//vec2.clone(CharacterPhysical.rightFootOffset),
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[-2973.152, 167.921],
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20,
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this,
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container,
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@ -136,12 +136,6 @@ export class CirclePhysical implements Circle, Physical {
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if (hitSurface) {
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vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
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if (
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vec2.length(this.velocity) <
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settings.frictionMinVelocity * deltaTimeInSeconds
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) {
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this.velocity = vec2.create();
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}
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wasHit = true;
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}
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}
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61
backend/src/objects/projectile-physical.ts
Normal file
61
backend/src/objects/projectile-physical.ts
Normal file
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@ -0,0 +1,61 @@
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import { vec2 } from 'gl-matrix';
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import {
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id,
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StepCommand,
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settings,
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CommandExecutors,
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serializesTo,
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ProjectileBase,
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} from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { Physical } from '../physics/physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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@serializesTo(ProjectileBase)
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export class ProjectilePhysical extends ProjectileBase implements Physical {
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public readonly canCollide = true;
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public readonly isInverted = false;
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public readonly canMove = true;
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public object: CirclePhysical;
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protected commandExecutors: CommandExecutors = {
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[StepCommand.type]: this.step.bind(this),
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};
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constructor(
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center: vec2,
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radius: number,
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startingForce: vec2,
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readonly container: PhysicalContainer,
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) {
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super(id(), center, radius);
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this.object = new CirclePhysical(center, radius, this, container);
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this.object.applyForce(startingForce, 1000);
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}
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private _boundingBox?: ImmutableBoundingBox;
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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this._boundingBox = (this.object as CirclePhysical).boundingBox;
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}
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return this._boundingBox;
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}
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public get gameObject(): this {
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return this;
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}
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public distance(target: vec2): number {
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return this.object.distance(target);
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}
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public step(c: StepCommand) {
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const deltaTime = c.deltaTimeInMiliseconds / 1000;
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this.object.applyForce(settings.gravitationalForce, deltaTime);
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this.object.step(deltaTime);
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}
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}
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@ -1,5 +1,5 @@
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import { vec2 } from 'gl-matrix';
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import { rotate90Deg, settings } from 'shared';
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import { Circle, rotate90Deg } from 'shared';
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import { CirclePhysical } from '../objects/circle-physical';
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import { Physical } from './physical';
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@ -13,71 +13,47 @@ export const moveCircle = (
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normal?: vec2;
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tangent?: vec2;
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} => {
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const nextCircle = new Circle(vec2.clone(circle.center), circle.radius);
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vec2.add(nextCircle.center, nextCircle.center, delta);
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possibleIntersectors = possibleIntersectors.filter(
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(b) => b.gameObject !== circle.gameObject && b.canCollide,
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);
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const getSdfAtPoint = (point: vec2): number => {
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const sdf = possibleIntersectors
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.filter((i) => i.isInverted)
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.reduce((min, i) => (min = Math.max(min, -i.distance(point))), -1000);
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return possibleIntersectors
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.filter((i) => !i.isInverted)
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.reduce((min, i) => (min = Math.min(min, i.distance(point))), sdf);
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};
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const sdfAtCenter = getSdfAtPoint(nextCircle.center);
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if (sdfAtCenter > nextCircle.radius) {
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circle.center = vec2.add(circle.center, circle.center, delta);
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const intersecting = possibleIntersectors.filter(
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(b) =>
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b.gameObject !== circle.gameObject && circle.areIntersecting(b) && b.canCollide,
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);
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if (intersecting.length === 0) {
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return {
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realDelta: delta,
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hitSurface: false,
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};
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}
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const points = circle.getPerimeterPoints(settings.hitDetectionCirclePointCount);
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const dx =
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getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(1, 0))) -
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sdfAtCenter;
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const dy =
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getSdfAtPoint(vec2.add(vec2.create(), nextCircle.center, vec2.fromValues(0, 1))) -
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sdfAtCenter;
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const normal = vec2.fromValues(dx, dy);
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const distancesOfPoints = points
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.map((point) => ({
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point,
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closest: intersecting
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.map((i) => ({
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inverted: i.isInverted,
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distance: i.distance(point),
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}))
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.sort((a, b) => a.distance - b.distance)[0],
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}))
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.filter((i) => i.closest);
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vec2.normalize(normal, normal);
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const distancesOfIntersectingPoints = distancesOfPoints.filter(
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(d) =>
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(d.closest.distance > 0 && d.closest.inverted) ||
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(d.closest.distance < 0 && !d.closest.inverted),
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);
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if (distancesOfIntersectingPoints.length === 0) {
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return {
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realDelta: delta,
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hitSurface: false,
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};
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}
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const deltas = distancesOfIntersectingPoints.map((pointDistance) => {
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vec2.subtract(pointDistance.point, circle.center, pointDistance.point);
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vec2.normalize(pointDistance.point, pointDistance.point);
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vec2.scale(
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pointDistance.point,
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pointDistance.point,
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(pointDistance.closest.inverted ? 1 : -1) * pointDistance.closest.distance,
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);
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return pointDistance.point;
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});
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const approxNormal = deltas.reduce(
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(sum, current) => vec2.add(sum, sum, current),
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vec2.create(),
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);
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vec2.scale(approxNormal, approxNormal, 1 / deltas.length);
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circle.center = vec2.add(circle.center, circle.center, approxNormal);
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vec2.normalize(approxNormal, approxNormal);
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return {
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realDelta: delta,
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hitSurface: true,
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normal: approxNormal,
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tangent: rotate90Deg(approxNormal),
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normal,
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tangent: rotate90Deg(normal),
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};
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};
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@ -1,3 +1,4 @@
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import { vec2 } from 'gl-matrix';
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import {
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CommandExecutors,
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CommandReceiver,
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@ -11,9 +12,11 @@ import {
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StepCommand,
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SetAspectRatioActionCommand,
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calculateViewArea,
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SecondaryActionCommand,
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} from 'shared';
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import { getTimeInMilliseconds } from '../helper/get-time-in-milliseconds';
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import { CharacterPhysical } from '../objects/character-physical';
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import { ProjectilePhysical } from '../objects/projectile-physical';
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import { BoundingBox } from '../physics/bounding-boxes/bounding-box';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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@ -46,6 +49,15 @@ export class Player extends CommandReceiver {
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[SetAspectRatioActionCommand.type]: (v: SetAspectRatioActionCommand) =>
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(this.aspectRatio = v.aspectRatio),
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[MoveActionCommand.type]: (c: MoveActionCommand) => this.character.sendCommand(c),
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[SecondaryActionCommand.type]: (c: SecondaryActionCommand) => {
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const start = vec2.clone(this.character.center);
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const direction = vec2.subtract(vec2.create(), c.position, start);
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vec2.normalize(direction, direction);
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vec2.add(start, start, vec2.scale(vec2.create(), direction, 100));
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const force = vec2.scale(direction, direction, 1000);
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const projectile = new ProjectilePhysical(start, 20, force, this.objects);
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this.objects.addObject(projectile);
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},
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};
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constructor(
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@ -70,7 +82,6 @@ export class Player extends CommandReceiver {
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);
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this.measureLatency();
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this.sendObjects();
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}
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@ -113,7 +124,7 @@ export class Player extends CommandReceiver {
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);
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}
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this.socket.emit(
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this.socket.volatile.emit(
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TransportEvents.ServerToPlayer,
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serialize(
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new UpdateObjectsCommand([
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@ -1,8 +1,10 @@
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import { glMatrix } from 'gl-matrix';
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import { CharacterBase, LampBase, overrideDeserialization, TunnelBase } from 'shared';
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import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
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import { Game } from './scripts/game';
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import { CharacterView } from './scripts/objects/character-view';
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import { LampView } from './scripts/objects/lamp-view';
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import { ProjectileView } from './scripts/objects/projectile-view';
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import { TunnelView } from './scripts/objects/tunnel-view';
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import './styles/main.scss';
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@ -11,6 +13,7 @@ glMatrix.setMatrixArrayType(Array);
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overrideDeserialization(CharacterBase, CharacterView);
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overrideDeserialization(TunnelBase, TunnelView);
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overrideDeserialization(LampBase, LampView);
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overrideDeserialization(ProjectileBase, ProjectileView);
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const main = async () => {
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try {
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@ -5,9 +5,10 @@ import {
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SecondaryActionCommand,
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TernaryActionCommand,
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} from 'shared';
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import { Game } from '../../game';
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export class MouseListener extends CommandGenerator {
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constructor(target: HTMLElement) {
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constructor(target: HTMLElement, private readonly game: Game) {
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super();
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target.addEventListener('mousemove', (event: MouseEvent) => {
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@ -31,6 +32,8 @@ export class MouseListener extends CommandGenerator {
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}
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private positionFromEvent(event: MouseEvent): vec2 {
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return vec2.fromValues(event.clientX, event.clientY);
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return this.game.displayToWorldCoordinates(
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vec2.fromValues(event.clientX, event.clientY),
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);
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}
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}
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|
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@ -6,11 +6,12 @@ import {
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TernaryActionCommand,
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MoveActionCommand,
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} from 'shared';
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import { Game } from '../../game';
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export class TouchListener extends CommandGenerator {
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private previousPosition = vec2.create();
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constructor(target: HTMLElement) {
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constructor(target: HTMLElement, private readonly game: Game) {
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super();
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target.addEventListener('touchstart', (event: TouchEvent) => {
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@ -57,6 +58,8 @@ export class TouchListener extends CommandGenerator {
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vec2.create(),
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);
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return vec2.scale(center, center, 1 / event.touches.length);
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return this.game.displayToWorldCoordinates(
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vec2.scale(center, center, 1 / event.touches.length),
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);
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}
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}
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|
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@ -6,6 +6,7 @@ import {
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FilteringOptions,
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Flashlight,
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InvertedTunnel,
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PolygonFactory,
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Renderer,
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renderNoise,
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WrapOptions,
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@ -18,21 +19,22 @@ import {
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settings,
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StepCommand,
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TransportEvents,
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SetAspectRatioActionCommand,
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} from 'shared';
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import { SetAspectRatioActionCommand } from 'shared/src/main';
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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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import { TouchListener } from './commands/generators/touch-listener';
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import { CommandReceiverSocket } from './commands/receivers/command-receiver-socket';
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import { RenderCommand } from './commands/types/render';
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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 { rgb } from './helper/rgb';
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import { GameObjectContainer } from './objects/game-object-container';
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import { BlobShape } from './shapes/blob-shape';
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const Polygon = PolygonFactory(20);
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export class Game {
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public readonly gameObjects = new GameObjectContainer(this);
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private readonly canvas: HTMLCanvasElement = document.querySelector(
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@ -44,12 +46,15 @@ export class Game {
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private overlay: HTMLElement = document.querySelector('#overlay') as HTMLDivElement;
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private async setupCommunication(): Promise<void> {
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await Configuration.initialize();
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// await Configuration.initialize();
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this.socket = io(Configuration.servers[0], {
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this.socket = io(
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'http://localhost:3000',
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/*Configuration.servers[1],*/ {
|
||||
reconnectionDelayMax: 10000,
|
||||
transports: ['websocket'],
|
||||
});
|
||||
},
|
||||
);
|
||||
|
||||
this.socket.on('reconnect_attempt', () => {
|
||||
this.socket.io.opts.transports = ['polling', 'websocket'];
|
||||
|
|
@ -69,22 +74,26 @@ export class Game {
|
|||
broadcastCommands(
|
||||
[
|
||||
new KeyboardListener(document.body),
|
||||
new MouseListener(this.canvas),
|
||||
new TouchListener(this.canvas),
|
||||
new MouseListener(this.canvas, this),
|
||||
new TouchListener(this.canvas, this),
|
||||
],
|
||||
[this.gameObjects, new CommandReceiverSocket(this.socket)],
|
||||
);
|
||||
}
|
||||
|
||||
private async setupRenderer(): Promise<void> {
|
||||
const noiseTexture = await renderNoise([512, 1], 50, 1 / 10);
|
||||
const noiseTexture = await renderNoise([64, 1], 40, 1 / 10);
|
||||
|
||||
this.renderer = await compile(
|
||||
this.canvas,
|
||||
[
|
||||
{
|
||||
...InvertedTunnel.descriptor,
|
||||
shaderCombinationSteps: [0, 2, 6, 16],
|
||||
shaderCombinationSteps: [0, 2, 6, 16, 32],
|
||||
},
|
||||
{
|
||||
...Polygon.descriptor,
|
||||
shaderCombinationSteps: [0, 1],
|
||||
},
|
||||
{
|
||||
...BlobShape.descriptor,
|
||||
|
|
@ -92,7 +101,7 @@ export class Game {
|
|||
},
|
||||
{
|
||||
...Circle.descriptor,
|
||||
shaderCombinationSteps: [0, 2, 16],
|
||||
shaderCombinationSteps: [0, 2, 16, 32],
|
||||
},
|
||||
{
|
||||
...CircleLight.descriptor,
|
||||
|
|
@ -107,11 +116,12 @@ export class Game {
|
|||
shadowTraceCount: 16,
|
||||
paletteSize: 10,
|
||||
enableStopwatch: true,
|
||||
ignoreWebGL2: true,
|
||||
},
|
||||
);
|
||||
|
||||
this.renderer.setRuntimeSettings({
|
||||
isWorldInverted: true,
|
||||
//isWorldInverted: true,
|
||||
ambientLight: rgb(0.35, 0.1, 0.45),
|
||||
colorPalette: [
|
||||
rgb(0.4, 1, 0.6),
|
||||
|
|
@ -134,11 +144,19 @@ export class Game {
|
|||
},
|
||||
},
|
||||
});
|
||||
this.renderer.addDrawable(
|
||||
new Polygon([
|
||||
[10.0, 10.0],
|
||||
[200, 500],
|
||||
[500, 400],
|
||||
]),
|
||||
);
|
||||
this.renderer.renderDrawables();
|
||||
}
|
||||
|
||||
public async start(): Promise<void> {
|
||||
await Promise.all([this.setupCommunication(), this.setupRenderer()]);
|
||||
requestAnimationFrame(this.gameLoop.bind(this));
|
||||
await Promise.all([/*this.setupCommunication(),*/ this.setupRenderer()]);
|
||||
// requestAnimationFrame(this.gameLoop.bind(this));
|
||||
}
|
||||
|
||||
public displayToWorldCoordinates(p: vec2): vec2 {
|
||||
|
|
|
|||
|
|
@ -8,7 +8,7 @@ export class LampView extends LampBase {
|
|||
|
||||
protected commandExecutors: CommandExecutors = {
|
||||
[RenderCommand.type]: (c: RenderCommand) => c.renderer.addDrawable(this.light),
|
||||
} as any;
|
||||
};
|
||||
|
||||
constructor(id: Id, center: vec2, color: vec3, lightness: number) {
|
||||
super(id, center, color, lightness);
|
||||
|
|
|
|||
18
frontend/src/scripts/objects/projectile-view.ts
Normal file
18
frontend/src/scripts/objects/projectile-view.ts
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Circle } from 'sdf-2d';
|
||||
import { CommandExecutors, Id } from 'shared';
|
||||
import { ProjectileBase } from 'shared/src/objects/types/projectile-base';
|
||||
import { RenderCommand } from '../commands/types/render';
|
||||
|
||||
export class ProjectileView extends ProjectileBase {
|
||||
private circle: Circle;
|
||||
|
||||
protected commandExecutors: CommandExecutors = {
|
||||
[RenderCommand.type]: (c: RenderCommand) => c.renderer.addDrawable(this.circle),
|
||||
};
|
||||
|
||||
constructor(id: Id, center: vec2, radius: number) {
|
||||
super(id, center, radius);
|
||||
this.circle = new Circle(center, radius);
|
||||
}
|
||||
}
|
||||
|
|
@ -8,7 +8,7 @@ export class TunnelView extends TunnelBase {
|
|||
|
||||
protected commandExecutors: CommandExecutors = {
|
||||
[RenderCommand.type]: (c: RenderCommand) => c.renderer.addDrawable(this.shape),
|
||||
} as any;
|
||||
};
|
||||
|
||||
constructor(id: Id, from: vec2, to: vec2, fromRadius: number, toRadius: number) {
|
||||
super(id, from, to, fromRadius, toRadius);
|
||||
|
|
|
|||
|
|
@ -9,6 +9,19 @@ export abstract class Random {
|
|||
Random._seed = value;
|
||||
}
|
||||
|
||||
public static choose<T>(values: Array<T>): T | undefined {
|
||||
const to = values.length;
|
||||
if (to === 0) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
return values[Math.floor(this.getRandomInRange(0, to))];
|
||||
}
|
||||
|
||||
public static getRandomInRange(from: number, to: number): number {
|
||||
return from + this.getRandom() * (to - from);
|
||||
}
|
||||
|
||||
public static getRandom(): number {
|
||||
let t = (Random._seed += 0x6d2b79f5);
|
||||
t = Math.imul(t ^ (t >>> 15), t | 1);
|
||||
|
|
|
|||
|
|
@ -6,7 +6,6 @@ export * from './commands/types/update-objects';
|
|||
export * from './commands/types/step';
|
||||
export * from './commands/types/ternary-action';
|
||||
export * from './commands/types/move-action';
|
||||
export * from './commands/types/set-aspect-ratio-action';
|
||||
export * from './commands/types/primary-action';
|
||||
export * from './commands/types/secondary-action';
|
||||
export * from './commands/command-receiver';
|
||||
|
|
@ -33,6 +32,7 @@ export * from './transport/serialization/serializable';
|
|||
export * from './transport/serialization/override-deserialization';
|
||||
export * from './objects/types/character-base';
|
||||
export * from './objects/types/lamp-base';
|
||||
export * from './objects/types/projectile-base';
|
||||
export * from './objects/types/tunnel-base';
|
||||
export * from './settings';
|
||||
export * from './transport/transport-events';
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ export class CharacterBase extends GameObject {
|
|||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
const { id, head, leftFoot, rightFoot } = this as any;
|
||||
const { id, head, leftFoot, rightFoot } = this;
|
||||
return [id, head, leftFoot, rightFoot];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,7 +9,7 @@ export class LampBase extends GameObject {
|
|||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
const { id, center, color, lightness } = this as any;
|
||||
const { id, center, color, lightness } = this;
|
||||
return [id, center, color, lightness];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
15
shared/src/objects/types/projectile-base.ts
Normal file
15
shared/src/objects/types/projectile-base.ts
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { Id } from '../../transport/identity';
|
||||
import { serializable } from '../../transport/serialization/serializable';
|
||||
import { GameObject } from '../game-object';
|
||||
|
||||
@serializable
|
||||
export class ProjectileBase extends GameObject {
|
||||
constructor(id: Id, public center: vec2, public radius: number) {
|
||||
super(id);
|
||||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
return [this.id, this.center, this.radius];
|
||||
}
|
||||
}
|
||||
|
|
@ -16,7 +16,7 @@ export class TunnelBase extends GameObject {
|
|||
}
|
||||
|
||||
public toArray(): Array<any> {
|
||||
const { id, from, to, fromRadius, toRadius } = this as any;
|
||||
const { id, from, to, fromRadius, toRadius } = this;
|
||||
return [id, from, to, fromRadius, toRadius];
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue