Setup formatting

This commit is contained in:
schmelczerandras 2020-10-07 16:40:21 +02:00
parent d34f25295c
commit dd850d11d1
45 changed files with 230 additions and 190 deletions

View file

@ -44,14 +44,14 @@ export class CharacterPhysical extends CharacterBase implements Physical {
vec2.clone(CharacterPhysical.leftFootOffset),
20,
null,
container
container,
),
new CirclePhysical(
vec2.clone(CharacterPhysical.rightFootOffset),
20,
null,
container
)
container,
),
);
this.head.owner = this;
@ -89,7 +89,7 @@ export class CharacterPhysical extends CharacterBase implements Physical {
const movementForce = this.movementActions.reduce(
(sum, current) => vec2.add(sum, sum, current.delta),
vec2.create()
vec2.create(),
);
vec2.scale(movementForce, movementForce, 1 / this.movementActions.length);
@ -113,25 +113,25 @@ export class CharacterPhysical extends CharacterBase implements Physical {
const bodyCenter = vec2.sub(
vec2.create(),
this.head.center,
CharacterPhysical.headOffset
CharacterPhysical.headOffset,
);
const leftFootPositon = vec2.add(
vec2.create(),
bodyCenter,
CharacterPhysical.leftFootOffset
CharacterPhysical.leftFootOffset,
);
const rightFootPositon = vec2.add(
vec2.create(),
bodyCenter,
CharacterPhysical.rightFootOffset
CharacterPhysical.rightFootOffset,
);
const leftFootDelta = vec2.sub(vec2.create(), this.leftFoot.center, leftFootPositon);
const rightFootDelta = vec2.sub(
vec2.create(),
this.rightFoot.center,
rightFootPositon
rightFootPositon,
);
vec2.scale(leftFootDelta, leftFootDelta, 0.0006);

View file

@ -39,9 +39,9 @@ export class CirclePhysical implements Circle, Physical {
private _center: vec2,
private _radius: number,
public owner: GameObject,
private readonly container: PhysicalContainer
private readonly container: PhysicalContainer,
) {
this._boundingBox = new BoundingBox(null);
this._boundingBox = new BoundingBox();
this.recalculateBoundingBox();
}
@ -93,8 +93,8 @@ export class CirclePhysical implements Circle, Physical {
result.push(
vec2.fromValues(
Math.cos((2 * Math.PI * i) / count) * this.radius + this.center.x,
Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y
)
Math.sin((2 * Math.PI * i) / count) * this.radius + this.center.y,
),
);
}
return result;
@ -111,13 +111,13 @@ export class CirclePhysical implements Circle, Physical {
vec2.add(
this.velocity,
this.velocity,
vec2.scale(vec2.create(), force, timeInMilliseconds)
vec2.scale(vec2.create(), force, timeInMilliseconds),
);
vec2.set(
this.velocity,
clamp(this.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY)
clamp(this.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
);
}
@ -129,7 +129,7 @@ export class CirclePhysical implements Circle, Physical {
vec2.scale(
this.velocity,
this.velocity,
Math.pow(settings.velocityAttenuation, timeInMilliseconds)
Math.pow(settings.velocityAttenuation, timeInMilliseconds),
);
const distance = vec2.scale(vec2.create(), this.velocity, timeInMilliseconds);
@ -140,13 +140,13 @@ export class CirclePhysical implements Circle, Physical {
let wasHit = false;
for (let i = 0; i < stepCount; i++) {
const { normal, tangent, hitSurface } = moveCircle(
const { tangent, hitSurface } = moveCircle(
this,
distance,
this.container.findIntersecting(this.boundingBox)
this.container.findIntersecting(this.boundingBox),
);
if (hitSurface) {
vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
vec2.scale(this.velocity, tangent!, vec2.dot(tangent!, this.velocity));
wasHit = true;
}

View file

@ -23,7 +23,7 @@ export class LampPhysical extends LampBase implements Physical {
this.center.x - settings.lightCutoffDistance,
this.center.x + settings.lightCutoffDistance,
this.center.y - settings.lightCutoffDistance,
this.center.y + settings.lightCutoffDistance
this.center.y + settings.lightCutoffDistance,
);
}

View file

@ -21,7 +21,7 @@ export class TunnelPhysical extends TunnelBase implements StaticPhysical {
const targetFromDelta = vec2.subtract(vec2.create(), target, this.from);
const h = clamp01(
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta)
vec2.dot(targetFromDelta, toFromDelta) / vec2.dot(toFromDelta, toFromDelta),
);
return (