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

@ -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;
}