More improvements
This commit is contained in:
parent
3848e460cd
commit
e3c44f775b
11 changed files with 908 additions and 233 deletions
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@ -13,6 +13,7 @@ import {
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Command,
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CommandReceiver,
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CommandExecutors,
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ServerAnnouncement,
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} from 'shared';
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import { createWorld } from './create-world';
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import { DeltaTimeCalculator } from './helper/delta-time-calculator';
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@ -31,6 +32,7 @@ export class GameServer extends CommandReceiver {
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private declaPoints = 0;
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private redPoints = 0;
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private matchPointAnnounced: Partial<Record<CharacterTeam, boolean>> = {};
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private isInEndGame = false;
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private timeScaling = 1;
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@ -52,6 +54,7 @@ export class GameServer extends CommandReceiver {
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this.deltaTimes = [];
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this.declaPoints = 0;
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this.redPoints = 0;
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this.matchPointAnnounced = {};
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this.isInEndGame = false;
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this.timeScaling = 1;
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previousPlayers?.queueCommandForEachClient(new GameStartCommand());
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@ -126,6 +129,23 @@ export class GameServer extends CommandReceiver {
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this.endGame(CharacterTeam.decla);
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} else if (this.redPoints >= this.options.scoreLimit) {
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this.endGame(CharacterTeam.red);
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} else {
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this.announceMatchPointOnce(CharacterTeam.decla, this.declaPoints);
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this.announceMatchPointOnce(CharacterTeam.red, this.redPoints);
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}
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}
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private announceMatchPointOnce(team: CharacterTeam, points: number) {
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if (
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!this.matchPointAnnounced[team] &&
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points >= this.options.scoreLimit * settings.matchPointScoreRatio
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) {
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this.matchPointAnnounced[team] = true;
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this.players.queueCommandForEachClient(
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new ServerAnnouncement(
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`Match point — team <span class="${team}">${team}</span>!`,
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),
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);
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}
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}
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@ -12,6 +12,8 @@ import {
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UpdatePropertyCommand,
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CommandExecutors,
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CommandReceiver,
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mix,
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clamp01,
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} from 'shared';
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import { DynamicPhysical } from '../physics/physicals/dynamic-physical';
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import { CirclePhysical } from './circle-physical';
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@ -35,8 +37,10 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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private static readonly feetRadius = 20;
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private projectileStrength = settings.playerMaxStrength;
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// offsets are measured from (0, 0)
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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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// offsets are measured from (0, 0). The head sits this far above the feet,
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// which sets the leg length: kept short so the body reads as a compact head on
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// stubby legs rather than a long-legged strider.
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private static readonly desiredHeadOffset = vec2.fromValues(0, 55);
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private static readonly desiredLeftFootOffset = vec2.fromValues(-20, 0);
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private static readonly desiredRightFootOffset = vec2.fromValues(20, 0);
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private static readonly centerOfMass = vec2.scale(
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@ -76,15 +80,21 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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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 timeAlive = 0;
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private timeSinceLastShot = settings.projectileCreationInterval;
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private timeSinceLastDamage = settings.playerOutOfCombatDelaySeconds;
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private lastSyncedHealth = settings.playerMaxHealth;
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private killStreak = 0;
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private direction = 0;
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private currentPlanet?: PlanetPhysical;
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private secondsSinceOnSurface = 1000;
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private secondsSinceOnSurface = settings.planetDetachmentSeconds;
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public head: CirclePhysical;
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public leftFoot: CirclePhysical;
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public rightFoot: CirclePhysical;
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public bound: CirclePhysical;
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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@ -128,12 +138,12 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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container.addObject(this.head);
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container.addObject(this.leftFoot);
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container.addObject(this.rightFoot);
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}
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this.bound = new CirclePhysical(
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vec2.create(),
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CharacterPhysical.boundRadius,
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this,
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container,
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private get isSpawnProtected(): boolean {
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return (
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this.timeAlive <
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settings.spawnDespawnTime + settings.spawnInvulnerabilityExtraSeconds
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);
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}
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@ -156,9 +166,33 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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this.movementActions.push(c);
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}
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public addKill() {
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public get groundPlanet(): PlanetPhysical | undefined {
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return this.currentPlanet;
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}
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public addKill(victimName: string) {
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this.killCount++;
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this.killStreak++;
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this.remoteCall('setKillCount', this.killCount);
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this.health = Math.min(
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settings.playerMaxHealth,
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this.health + settings.playerKillHealthReward,
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);
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this.syncHealth();
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this.remoteCall('onKillConfirmed', victimName, this.killStreak);
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}
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public registerHit() {
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this.remoteCall('onHitConfirmed');
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}
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private syncHealth() {
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const rounded = Math.round(this.health);
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if (rounded !== this.lastSyncedHealth) {
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this.lastSyncedHealth = rounded;
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this.remoteCall('setHealth', this.health);
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}
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}
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public onCollision({ other }: ReactToCollisionCommand) {
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@ -168,28 +202,54 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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other.isAlive
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) {
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other.destroy();
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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 && this.isAlive) {
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this.onDie();
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other.originator.addKill();
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}
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}
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}
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public shootTowards(position: vec2) {
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if (!this.isAlive) {
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if (this.isSpawnProtected) {
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return;
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}
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this.timeSinceLastDamage = 0;
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this.health -= other.strength;
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this.lastSyncedHealth = Math.round(this.health);
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this.remoteCall('setHealth', this.health);
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if (this.health <= 0 && this.isAlive) {
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this.onDie();
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other.originator.addKill(this.name);
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} else {
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other.originator.registerHit();
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}
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}
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}
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public shootTowards(position: vec2, charge = 0) {
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if (
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!this.isAlive ||
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this.timeSinceLastShot < settings.projectileCreationInterval ||
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this.projectileStrength < settings.chargeShotStrengthMin
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) {
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return;
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}
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this.timeSinceLastShot = 0;
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const c = clamp01(charge);
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const desiredStrength = mix(
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settings.chargeShotStrengthMin,
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settings.chargeShotStrengthMax,
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c,
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);
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const strength = Math.min(desiredStrength, this.projectileStrength);
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this.projectileStrength -= strength;
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const radius = mix(settings.chargeShotRadiusMin, settings.chargeShotRadiusMax, c);
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const speed = mix(settings.chargeShotSpeedMin, settings.chargeShotSpeedMax, c);
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const direction = vec2.subtract(vec2.create(), position, this.center);
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vec2.normalize(direction, direction);
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const velocity = vec2.scale(direction, direction, settings.projectileSpeed);
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const strength = this.projectileStrength / 2;
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this.projectileStrength -= strength;
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const velocity = vec2.scale(direction, direction, speed);
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const projectile = new ProjectilePhysical(
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vec2.clone(this.center),
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20,
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radius,
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strength,
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this.team,
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velocity,
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@ -202,8 +262,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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}
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public get boundingBox(): BoundingBoxBase {
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this.bound.center = this.head.center;
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return this.bound.boundingBox;
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return getBoundingBoxOfCircle(new Circle(this.center, CharacterPhysical.boundRadius));
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}
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public get gameObject(): this {
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@ -257,6 +316,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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new UpdatePropertyCommand('head', this.head, this.headVelocity),
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new UpdatePropertyCommand('leftFoot', this.leftFoot, this.leftFootVelocity),
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new UpdatePropertyCommand('rightFoot', this.rightFoot, this.rightFootVelocity),
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new UpdatePropertyCommand(
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'strength',
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this.projectileStrength,
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settings.playerStrengthRegenerationPerSeconds,
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),
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]);
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}
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@ -298,6 +362,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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private step({ deltaTimeInSeconds, game }: StepCommand) {
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this.getPoints(game);
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this.timeAlive += deltaTimeInSeconds;
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const oldHead = new Circle(vec2.clone(this.head.center), this.head.radius);
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const oldLeftFoot = new Circle(
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vec2.clone(this.leftFoot.center),
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@ -328,16 +393,23 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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return;
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}
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if ((this.secondsSinceOnSurface += deltaTimeInSeconds) > 0.5) {
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if (
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(this.secondsSinceOnSurface += deltaTimeInSeconds) >
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settings.planetDetachmentSeconds
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) {
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this.currentPlanet = undefined;
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}
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this.timeSinceLastShot += deltaTimeInSeconds;
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this.projectileStrength = Math.min(
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settings.playerMaxStrength,
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this.projectileStrength +
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settings.playerStrengthRegenerationPerSeconds * deltaTimeInSeconds,
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);
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this.regenerateHealth(deltaTimeInSeconds);
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this.currentPlanet?.takeControl(this.team, deltaTimeInSeconds);
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const intersectingWithForceField = this.container.findIntersecting(
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@ -351,8 +423,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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this.applyForce(this.leftFoot, movementForce, deltaTimeInSeconds);
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this.applyForce(this.rightFoot, movementForce, deltaTimeInSeconds);
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this.leftFoot.applyForce(movementForce, deltaTimeInSeconds);
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this.rightFoot.applyForce(movementForce, deltaTimeInSeconds);
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if (!this.currentPlanet) {
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const leftFootGravity = forceAtPosition(
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@ -364,8 +436,8 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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intersectingWithForceField,
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);
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this.applyForce(this.leftFoot, leftFootGravity, deltaTimeInSeconds);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTimeInSeconds);
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this.leftFoot.applyForce(leftFootGravity, deltaTimeInSeconds);
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this.rightFoot.applyForce(rightFootGravity, deltaTimeInSeconds);
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const sumForce = vec2.subtract(vec2.create(), leftFootGravity, movementForce);
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@ -377,8 +449,11 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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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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if (
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vec2.dot(movementForce, gravity) <
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-vec2.length(movementForce) * settings.climbDotThreshold
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) {
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vec2.scale(gravity, gravity, settings.climbGravityScale);
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}
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const scaledLeftFootGravity = vec2.scale(
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@ -386,7 +461,7 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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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, deltaTimeInSeconds);
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this.leftFoot.applyForce(scaledLeftFootGravity, deltaTimeInSeconds);
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const scaledRightFootGravity = vec2.scale(
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vec2.create(),
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@ -394,15 +469,15 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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vec2.dot(this.rightFoot.lastNormal, gravity),
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);
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this.applyForce(this.rightFoot, scaledRightFootGravity, deltaTimeInSeconds);
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this.rightFoot.applyForce(scaledRightFootGravity, deltaTimeInSeconds);
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if (vec2.length(gravity) <= 100) {
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if (vec2.length(gravity) <= settings.planetDetachmentForceThreshold) {
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this.currentPlanet = undefined;
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}
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this.setDirection(gravity);
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}
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this.keepPosture(deltaTimeInSeconds);
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this.keepPosture();
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this.stepBodyPart(this.leftFoot, deltaTimeInSeconds);
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this.stepBodyPart(this.rightFoot, deltaTimeInSeconds);
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this.stepBodyPart(this.head, deltaTimeInSeconds);
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@ -418,56 +493,57 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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);
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}
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private keepPosture(deltaTime: number) {
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private keepPosture() {
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const center = this.center;
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this.springMove(
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this.leftFoot,
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center,
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CharacterPhysical.leftFootOffset,
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deltaTime,
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3000,
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settings.postureFeetStiffness,
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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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CharacterPhysical.rightFootOffset,
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deltaTime,
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3000,
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settings.postureFeetStiffness,
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);
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this.springMove(this.head, center, CharacterPhysical.headOffset, deltaTime, 7000);
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this.springMove(
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this.head,
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center,
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CharacterPhysical.headOffset,
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settings.postureHeadStiffness,
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);
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}
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private springMove(
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object: CirclePhysical,
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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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stiffness: 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(vec2.create(), desiredPosition, object.center);
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const positionDeltaLength = vec2.length(positionDelta);
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if (positionDeltaLength > 0) {
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const positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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positionDeltaLength ** 2 * deltaTime * strength,
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);
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if (vec2.length(positionDelta) * deltaTime * deltaTime > positionDeltaLength) {
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vec2.scale(
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positionDelta,
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positionDelta,
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positionDeltaLength / (vec2.length(positionDelta) * deltaTime * deltaTime),
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);
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// First-order velocity relaxation toward the desired posture position,
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// added to (not replacing) the gravity/movement velocity accumulated
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// earlier this tick. stepManually applies it over deltaTime, so the
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// per-tick displacement is positionDelta * stiffness * deltaTime.
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vec2.scaleAndAdd(object.velocity, object.velocity, positionDelta, stiffness);
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}
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object.applyForce(positionDelta, deltaTime);
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private regenerateHealth(deltaTimeInSeconds: number) {
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this.timeSinceLastDamage += deltaTimeInSeconds;
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if (
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this.timeSinceLastDamage > settings.playerOutOfCombatDelaySeconds &&
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this.health < settings.playerMaxHealth
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) {
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this.health = Math.min(
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settings.playerMaxHealth,
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this.health + settings.playerHealthRegenerationPerSeconds * deltaTimeInSeconds,
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);
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this.syncHealth();
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}
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}
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@ -479,14 +555,6 @@ export class CharacterPhysical extends CharacterBase implements DynamicPhysical
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}
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}
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public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
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vec2.add(
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circle.velocity,
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circle.velocity,
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vec2.scale(vec2.create(), force, timeInSeconds),
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);
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}
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public onDie() {
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this.isDestroyed = true;
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this.remoteCall('onDie');
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|
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@ -4,6 +4,7 @@ import {
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clamp,
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clamp01,
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id,
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mix,
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serializesTo,
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settings,
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PlanetBase,
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@ -18,20 +19,38 @@ import { StepCommand } from '../commands/step';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { StaticPhysical } from '../physics/physicals/static-physical';
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import { LampPhysical } from './lamp-physical';
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@serializesTo(PlanetBase)
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export class PlanetPhysical extends PlanetBase implements StaticPhysical {
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public readonly canCollide = true;
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public readonly canMove = false;
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public readonly sizePointMultiplier: number;
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private _boundingBox?: ImmutableBoundingBox;
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private readonly lamps: Array<LampPhysical> = [];
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private lastTeam: CharacterTeam = CharacterTeam.neutral;
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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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public addLamp(lamp: LampPhysical) {
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this.lamps.push(lamp);
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}
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constructor(vertices: Array<vec2>) {
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super(id(), vertices);
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const sizeClass = clamp01(
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(this.radius - settings.planetMinReferenceRadius) /
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(settings.planetMaxReferenceRadius - settings.planetMinReferenceRadius),
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);
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|
||||
this.sizePointMultiplier = mix(1, settings.planetSizePointMultiplierMax, sizeClass);
|
||||
}
|
||||
|
||||
public distance(target: vec2): number {
|
||||
|
|
@ -80,14 +99,14 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
|
|||
private getPoints(game: CommandReceiver) {
|
||||
if (this.timeSinceLastPointGeneration > settings.planetPointGenerationInterval) {
|
||||
this.timeSinceLastPointGeneration = 0;
|
||||
if (this.team !== CharacterTeam.neutral) {
|
||||
this.remoteCall('generatedPoints', settings.planetPointGenerationValue);
|
||||
}
|
||||
|
||||
const value = Math.round(
|
||||
settings.planetPointGenerationValue * this.sizePointMultiplier,
|
||||
);
|
||||
game.handleCommand(
|
||||
new GeneratePointsCommand(
|
||||
this.team === CharacterTeam.decla ? settings.planetPointGenerationValue : 0,
|
||||
this.team === CharacterTeam.red ? settings.planetPointGenerationValue : 0,
|
||||
this.team === CharacterTeam.decla ? value : 0,
|
||||
this.team === CharacterTeam.red ? value : 0,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
|
@ -95,9 +114,40 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
|
|||
|
||||
private step({ deltaTimeInSeconds, game }: StepCommand) {
|
||||
this.timeSinceLastPointGeneration += deltaTimeInSeconds;
|
||||
|
||||
// In reverse order, so that teams can achieve a 100% control.
|
||||
this.getPoints(game);
|
||||
this.takeControl(CharacterTeam.neutral, deltaTimeInSeconds);
|
||||
this.detectFlip(game);
|
||||
}
|
||||
|
||||
private detectFlip(game: CommandReceiver) {
|
||||
const currentTeam = this.team;
|
||||
if (currentTeam === this.lastTeam) {
|
||||
return;
|
||||
}
|
||||
this.lastTeam = currentTeam;
|
||||
|
||||
if (currentTeam !== CharacterTeam.neutral) {
|
||||
const reward = Math.round(
|
||||
settings.captureFlipPointReward * this.sizePointMultiplier,
|
||||
);
|
||||
this.remoteCall('generatedPoints', reward);
|
||||
game.handleCommand(
|
||||
new GeneratePointsCommand(
|
||||
currentTeam === CharacterTeam.decla ? reward : 0,
|
||||
currentTeam === CharacterTeam.red ? reward : 0,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
const control = Math.abs(this.ownership - 0.5) / 0.5;
|
||||
const lightness = mix(settings.lampMinLightness, settings.lampMaxLightness, control);
|
||||
const color = settings.palette[settings.colorIndices[currentTeam]];
|
||||
|
||||
this.lamps.forEach((lamp) => lamp.queueSetLight(color, lightness));
|
||||
|
||||
this.remoteCall('onFlipped', currentTeam);
|
||||
}
|
||||
|
||||
public getPropertyUpdates(): PropertyUpdatesForObject {
|
||||
|
|
@ -153,7 +203,7 @@ export class PlanetPhysical extends PlanetBase implements StaticPhysical {
|
|||
|
||||
public getForce(position: vec2): vec2 {
|
||||
const diff = vec2.subtract(vec2.create(), this.center, position);
|
||||
const dist = Math.max(0, vec2.length(diff) - this.radius);
|
||||
const dist = Math.max(settings.minGravityDistance, vec2.length(diff) - this.radius);
|
||||
vec2.normalize(diff, diff);
|
||||
const scale = clamp(
|
||||
settings.maxGravityQ * ((settings.maxGravityDistance / dist) ** 1.5 - 1),
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ import {
|
|||
Random,
|
||||
MoveActionCommand,
|
||||
CharacterTeam,
|
||||
Id,
|
||||
} from 'shared';
|
||||
import { PhysicalContainer } from '../physics/containers/physical-container';
|
||||
import { PlayerContainer } from './player-container';
|
||||
|
|
@ -13,16 +14,77 @@ import { PlayerBase } from './player-base';
|
|||
import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
|
||||
import { CharacterPhysical } from '../objects/character-physical';
|
||||
import { PlanetPhysical } from '../objects/planet-physical';
|
||||
import { ProjectilePhysical } from '../objects/projectile-physical';
|
||||
import { Physical } from '../physics/physicals/physical';
|
||||
|
||||
const npcTuning = {
|
||||
planIntervalSeconds: 1,
|
||||
shootIntervalSeconds: 1.5,
|
||||
reactionIntervalSeconds: 1 / 10,
|
||||
reactionObserveRadius: 1400,
|
||||
planScanRadius: 3500,
|
||||
|
||||
aggressionMin: 0.25,
|
||||
aggressionMax: 1,
|
||||
|
||||
wanderReconsiderSeconds: 5,
|
||||
wanderProbability: 0.4,
|
||||
wanderTurn: 0.3,
|
||||
|
||||
fleeBaseRange: 240,
|
||||
fleeAggressionFalloff: 1.4,
|
||||
|
||||
chaseBaseRange: 700,
|
||||
chaseAggressionRange: 1600,
|
||||
captureHoldEnemyDistance: 500,
|
||||
|
||||
dodgeThreatRange: 450,
|
||||
dodgeApproachDot: 0.6,
|
||||
|
||||
dodgeBaseChance: 0.25,
|
||||
dodgeAggressionChance: 0.35,
|
||||
dodgeCommitSeconds: 0.35,
|
||||
dodgeCooldownSeconds: 0.5,
|
||||
|
||||
lineOfSightClearance: 20,
|
||||
lineOfSightStartOffset: 100,
|
||||
|
||||
fireBaseChance: 0.45,
|
||||
fireAggressionChance: 0.45,
|
||||
|
||||
chargeRangeThreshold: 500,
|
||||
chargeBaseChance: 0.3,
|
||||
chargeAggressionChance: 0.4,
|
||||
chargeMin: 0.6,
|
||||
|
||||
spreadBase: 60,
|
||||
spreadPerDistance: 0.08,
|
||||
spreadAggressionFalloff: 1.3,
|
||||
};
|
||||
|
||||
export class NPC extends PlayerBase {
|
||||
private direction: vec2 = vec2.fromValues(Random.getRandom(), Random.getRandom());
|
||||
private timeSinceLastFindTarget = 10000;
|
||||
private timeSinceLastFindShootTarget = 10000;
|
||||
private direction = vec2.fromValues(Random.getRandom() - 0.5, Random.getRandom() - 0.5);
|
||||
private timeSinceLastPlan = 10000;
|
||||
private timeSinceLastShoot = 10000;
|
||||
private isWandering = false;
|
||||
private timeSinceLastWanderingConsideration = 0;
|
||||
private isComingBack = false;
|
||||
|
||||
private readonly aggression = Random.getRandomInRange(
|
||||
npcTuning.aggressionMin,
|
||||
npcTuning.aggressionMax,
|
||||
);
|
||||
|
||||
private aimTargetId: Id = null;
|
||||
private readonly aimTargetLastPosition = vec2.create();
|
||||
|
||||
private readonly dodgeDirection = vec2.create();
|
||||
private dodgeCommitRemaining = 0;
|
||||
private dodgeCooldownRemaining = 0;
|
||||
|
||||
private timeSinceObserve = npcTuning.reactionIntervalSeconds;
|
||||
private nearObjects: Array<Physical> = [];
|
||||
|
||||
constructor(
|
||||
playerInfo: PlayerInformation,
|
||||
playerContainer: PlayerContainer,
|
||||
|
|
@ -34,172 +96,304 @@ export class NPC extends PlayerBase {
|
|||
this.step(0);
|
||||
}
|
||||
|
||||
private findTarget() {
|
||||
if (
|
||||
(!this.isComingBack && vec2.length(this.center) > settings.worldRadius) ||
|
||||
(this.isComingBack && vec2.length(this.center) > settings.worldRadius / 2)
|
||||
) {
|
||||
this.isComingBack = true;
|
||||
vec2.subtract(this.direction, vec2.fromValues(0, 0), this.center);
|
||||
return;
|
||||
}
|
||||
|
||||
this.isComingBack = false;
|
||||
|
||||
const observableArea = getBoundingBoxOfCircle(new Circle(this.center, 2000));
|
||||
const nearObjects = this.objectContainer.findIntersecting(observableArea);
|
||||
const characters = this.findNearCharactersSorted(nearObjects);
|
||||
|
||||
if (characters.length > 0) {
|
||||
const nearest = characters[0];
|
||||
if (nearest.distance < 200) {
|
||||
vec2.subtract(this.direction, this.center, nearest.character.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const enemies = characters.filter((o) => o.character.team !== this.team);
|
||||
|
||||
if (enemies.length > 0) {
|
||||
const nearest = enemies[0];
|
||||
if (nearest.distance < 500) {
|
||||
vec2.subtract(this.direction, this.center, nearest.character.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (enemies.length > 0) {
|
||||
const nearest = enemies[0];
|
||||
if (nearest.distance > 1000) {
|
||||
vec2.subtract(this.direction, nearest.character.center, this.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (this.isWandering) {
|
||||
vec2.rotate(
|
||||
this.direction,
|
||||
this.direction,
|
||||
vec2.create(),
|
||||
Random.getRandomInRange(-0.2, 0.2),
|
||||
);
|
||||
} else {
|
||||
const planets = this.findNearPlanetsSorted(nearObjects).filter(
|
||||
(p) => p.planet.team !== this.team,
|
||||
);
|
||||
|
||||
if (planets.length > 0) {
|
||||
vec2.subtract(this.direction, planets[0].planet.center, this.center);
|
||||
} else {
|
||||
this.isWandering = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private findNearCharactersSorted(
|
||||
nearObjects: Array<Physical>,
|
||||
): Array<{ character: CharacterPhysical; distance: number }> {
|
||||
const characters = Array.from(
|
||||
new Set(
|
||||
nearObjects.filter(
|
||||
(o) =>
|
||||
o.gameObject instanceof CharacterPhysical && o.gameObject !== this.character,
|
||||
),
|
||||
),
|
||||
).map((c) => ({
|
||||
character: c.gameObject,
|
||||
distance: vec2.distance(this.center, (c.gameObject as CharacterPhysical).center),
|
||||
})) as Array<{ character: CharacterPhysical; distance: number }>;
|
||||
|
||||
characters.sort((a, b) => a.distance - b.distance);
|
||||
|
||||
return characters;
|
||||
}
|
||||
|
||||
private findNearPlanetsSorted(
|
||||
nearObjects: Array<Physical>,
|
||||
): Array<{ planet: PlanetPhysical; distance: number }> {
|
||||
const planets = nearObjects
|
||||
.filter((o) => o.gameObject instanceof PlanetPhysical)
|
||||
.map((c) => ({
|
||||
planet: c.gameObject,
|
||||
distance: vec2.distance(this.center, (c.gameObject as PlanetPhysical).center),
|
||||
})) as Array<{ planet: PlanetPhysical; distance: number }>;
|
||||
|
||||
planets.sort((a, b) => a.distance - b.distance);
|
||||
return planets;
|
||||
}
|
||||
|
||||
private findShootTarget(): vec2 | undefined {
|
||||
const observableArea = getBoundingBoxOfCircle(new Circle(this.center, 1000));
|
||||
const nearObjects = this.objectContainer.findIntersecting(observableArea);
|
||||
|
||||
const enemies = nearObjects.filter(
|
||||
(o) => o.gameObject instanceof CharacterPhysical && o.gameObject.team !== this.team,
|
||||
);
|
||||
if (enemies.length > 0) {
|
||||
return (enemies[0].gameObject as CharacterPhysical).center;
|
||||
}
|
||||
}
|
||||
|
||||
private timeUntilRespawn = 0;
|
||||
public step(deltaTimeInSeconds: number) {
|
||||
if (this.character) {
|
||||
this.center = this.character?.center;
|
||||
this.center = this.character.center;
|
||||
|
||||
if (!this.character.isAlive) {
|
||||
this.sumDeaths++;
|
||||
this.sumKills = this.character.killCount;
|
||||
|
||||
this.character = null;
|
||||
this.timeUntilRespawn = settings.playerDiedTimeout;
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
if ((this.timeUntilRespawn -= deltaTimeInSeconds) < 0) {
|
||||
this.createCharacter();
|
||||
this.center = this.character!.center;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ((this.timeSinceLastWanderingConsideration += deltaTimeInSeconds) > 3) {
|
||||
if (
|
||||
(this.timeSinceLastWanderingConsideration += deltaTimeInSeconds) >
|
||||
npcTuning.wanderReconsiderSeconds
|
||||
) {
|
||||
this.timeSinceLastWanderingConsideration = 0;
|
||||
this.isWandering = Random.getRandom() > 0.5;
|
||||
this.isWandering = Random.getRandom() < npcTuning.wanderProbability;
|
||||
}
|
||||
|
||||
if ((this.timeSinceLastFindTarget += deltaTimeInSeconds) > 1) {
|
||||
this.timeSinceLastFindTarget = 0;
|
||||
this.findTarget();
|
||||
if ((this.timeSinceLastPlan += deltaTimeInSeconds) > npcTuning.planIntervalSeconds) {
|
||||
this.timeSinceLastPlan = 0;
|
||||
this.plan();
|
||||
}
|
||||
|
||||
if ((this.timeSinceLastFindShootTarget += deltaTimeInSeconds) > 0.5) {
|
||||
if (Random.getRandom() > 0.5) {
|
||||
const shootTarget = this.findShootTarget();
|
||||
if (shootTarget) {
|
||||
vec2.add(
|
||||
shootTarget,
|
||||
shootTarget,
|
||||
vec2.fromValues(
|
||||
Random.getRandomInRange(-200, 200),
|
||||
Random.getRandomInRange(-200, 200),
|
||||
),
|
||||
);
|
||||
this.character?.shootTowards(shootTarget);
|
||||
if (
|
||||
(this.timeSinceObserve += deltaTimeInSeconds) > npcTuning.reactionIntervalSeconds
|
||||
) {
|
||||
this.timeSinceObserve = 0;
|
||||
this.nearObjects = this.observe(npcTuning.reactionObserveRadius);
|
||||
}
|
||||
|
||||
this.dodgeCommitRemaining -= deltaTimeInSeconds;
|
||||
this.dodgeCooldownRemaining -= deltaTimeInSeconds;
|
||||
const movement = this.decideMovement(this.nearObjects);
|
||||
this.character.handleMovementAction(new MoveActionCommand(movement));
|
||||
|
||||
if (
|
||||
(this.timeSinceLastShoot += deltaTimeInSeconds) > npcTuning.shootIntervalSeconds
|
||||
) {
|
||||
this.timeSinceLastShoot = 0;
|
||||
this.tryShoot(this.nearObjects);
|
||||
}
|
||||
}
|
||||
|
||||
this.timeSinceLastFindShootTarget = 0;
|
||||
private plan() {
|
||||
const distanceFromCentre = vec2.length(this.center);
|
||||
if (
|
||||
(!this.isComingBack && distanceFromCentre > settings.worldRadius) ||
|
||||
(this.isComingBack && distanceFromCentre > settings.worldRadius / 2)
|
||||
) {
|
||||
this.isComingBack = true;
|
||||
vec2.negate(this.direction, this.center);
|
||||
return;
|
||||
}
|
||||
this.isComingBack = false;
|
||||
|
||||
const nearObjects = this.observe(npcTuning.planScanRadius);
|
||||
const enemies = this.enemiesByDistance(nearObjects);
|
||||
|
||||
if (enemies.length > 0) {
|
||||
const nearest = enemies[0];
|
||||
const fleeRange =
|
||||
npcTuning.fleeBaseRange * (npcTuning.fleeAggressionFalloff - this.aggression);
|
||||
if (nearest.distance < fleeRange) {
|
||||
vec2.subtract(this.direction, this.center, nearest.character.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.character?.handleMovementAction(new MoveActionCommand(this.direction));
|
||||
if (enemies.length > 0) {
|
||||
const nearest = enemies[0];
|
||||
const chaseRange =
|
||||
npcTuning.chaseBaseRange + npcTuning.chaseAggressionRange * this.aggression;
|
||||
if (nearest.distance < chaseRange) {
|
||||
vec2.subtract(this.direction, nearest.character.center, this.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
protected createCharacter() {
|
||||
const randomPoint = vec2.rotate(
|
||||
if (!this.isWandering) {
|
||||
const planet = this.capturablePlanetsByDistance(nearObjects)[0];
|
||||
if (planet) {
|
||||
vec2.subtract(this.direction, planet.planet.center, this.center);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
vec2.rotate(
|
||||
this.direction,
|
||||
this.direction,
|
||||
vec2.create(),
|
||||
vec2.fromValues(Random.getRandomInRange(0, settings.worldRadius), 0),
|
||||
vec2.create(),
|
||||
Random.getRandomInRange(0, Math.PI * 2),
|
||||
Random.getRandomInRange(-npcTuning.wanderTurn, npcTuning.wanderTurn),
|
||||
);
|
||||
super.createCharacter(randomPoint);
|
||||
}
|
||||
|
||||
private decideMovement(nearObjects: Array<Physical>): vec2 {
|
||||
if (this.dodgeCommitRemaining > 0) {
|
||||
return vec2.clone(this.dodgeDirection);
|
||||
}
|
||||
if (this.dodgeCooldownRemaining <= 0) {
|
||||
const dodge = this.dodgeVector(nearObjects);
|
||||
if (dodge) {
|
||||
if (
|
||||
Random.getRandom() <
|
||||
npcTuning.dodgeBaseChance + npcTuning.dodgeAggressionChance * this.aggression
|
||||
) {
|
||||
vec2.copy(this.dodgeDirection, dodge);
|
||||
this.dodgeCommitRemaining = npcTuning.dodgeCommitSeconds;
|
||||
return vec2.clone(this.dodgeDirection);
|
||||
}
|
||||
this.dodgeCooldownRemaining = npcTuning.dodgeCooldownSeconds;
|
||||
}
|
||||
}
|
||||
|
||||
const planet = this.character!.groundPlanet;
|
||||
if (planet && planet.team !== this.team) {
|
||||
const enemies = this.enemiesByDistance(nearObjects);
|
||||
if (
|
||||
enemies.length === 0 ||
|
||||
enemies[0].distance > npcTuning.captureHoldEnemyDistance
|
||||
) {
|
||||
return vec2.create();
|
||||
}
|
||||
}
|
||||
|
||||
return vec2.normalize(vec2.create(), this.direction);
|
||||
}
|
||||
|
||||
private dodgeVector(nearObjects: Array<Physical>): vec2 | undefined {
|
||||
let threat: ProjectilePhysical | undefined;
|
||||
let threatDistance = Infinity;
|
||||
|
||||
for (const o of nearObjects) {
|
||||
const p = o.gameObject;
|
||||
if (!(p instanceof ProjectilePhysical) || p.team === this.team || !p.isAlive) {
|
||||
continue;
|
||||
}
|
||||
const toMe = vec2.subtract(vec2.create(), this.center, p.center);
|
||||
const distance = vec2.length(toMe);
|
||||
if (distance > npcTuning.dodgeThreatRange || distance === 0) {
|
||||
continue;
|
||||
}
|
||||
vec2.normalize(toMe, toMe);
|
||||
if (
|
||||
vec2.dot(p.direction, toMe) > npcTuning.dodgeApproachDot &&
|
||||
distance < threatDistance
|
||||
) {
|
||||
threatDistance = distance;
|
||||
threat = p;
|
||||
}
|
||||
}
|
||||
|
||||
if (!threat) {
|
||||
return undefined;
|
||||
}
|
||||
|
||||
const perpendicular = vec2.fromValues(-threat.direction.y, threat.direction.x);
|
||||
const toMe = vec2.subtract(vec2.create(), this.center, threat.center);
|
||||
if (vec2.dot(perpendicular, toMe) < 0) {
|
||||
vec2.negate(perpendicular, perpendicular);
|
||||
}
|
||||
vec2.normalize(perpendicular, perpendicular);
|
||||
|
||||
return perpendicular;
|
||||
}
|
||||
|
||||
private tryShoot(nearObjects: Array<Physical>) {
|
||||
const enemies = this.enemiesByDistance(nearObjects);
|
||||
const visible = enemies.find((e) =>
|
||||
this.hasLineOfSightTo(e.character.center, nearObjects),
|
||||
);
|
||||
if (!visible) {
|
||||
this.aimTargetId = null;
|
||||
return;
|
||||
}
|
||||
|
||||
const target = visible.character;
|
||||
const distance = visible.distance;
|
||||
|
||||
const velocity = vec2.create();
|
||||
if (this.aimTargetId === target.id) {
|
||||
vec2.subtract(velocity, target.center, this.aimTargetLastPosition);
|
||||
vec2.scale(velocity, velocity, 1 / npcTuning.shootIntervalSeconds);
|
||||
}
|
||||
this.aimTargetId = target.id;
|
||||
vec2.copy(this.aimTargetLastPosition, target.center);
|
||||
|
||||
if (
|
||||
Random.getRandom() >
|
||||
npcTuning.fireBaseChance + npcTuning.fireAggressionChance * this.aggression
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
const charge =
|
||||
distance > npcTuning.chargeRangeThreshold &&
|
||||
Random.getRandom() <
|
||||
npcTuning.chargeBaseChance + npcTuning.chargeAggressionChance * this.aggression
|
||||
? Random.getRandomInRange(npcTuning.chargeMin, 1)
|
||||
: 0;
|
||||
|
||||
const projectileSpeed =
|
||||
charge > 0 ? settings.chargeShotSpeedMax : settings.chargeShotSpeedMin;
|
||||
const leadTime = distance / projectileSpeed;
|
||||
const aim = vec2.scaleAndAdd(vec2.create(), target.center, velocity, leadTime);
|
||||
|
||||
(npcTuning.spreadBase + distance * npcTuning.spreadPerDistance) *
|
||||
(npcTuning.spreadAggressionFalloff - this.aggression);
|
||||
aim.x += Random.getRandomInRange(-spread, spread);
|
||||
aim.y += Random.getRandomInRange(-spread, spread);
|
||||
|
||||
this.character!.shootTowards(aim, charge);
|
||||
}
|
||||
|
||||
private hasLineOfSightTo(target: vec2, nearObjects: Array<Physical>): boolean {
|
||||
const planets: Array<PlanetPhysical> = [];
|
||||
for (const o of nearObjects) {
|
||||
if (o.gameObject instanceof PlanetPhysical) {
|
||||
planets.push(o.gameObject);
|
||||
}
|
||||
}
|
||||
if (planets.length === 0) {
|
||||
return true;
|
||||
}
|
||||
|
||||
const direction = vec2.subtract(vec2.create(), target, this.center);
|
||||
const totalDistance = vec2.length(direction);
|
||||
if (totalDistance <= npcTuning.lineOfSightStartOffset) {
|
||||
return true;
|
||||
}
|
||||
vec2.normalize(direction, direction);
|
||||
|
||||
let traveled = npcTuning.lineOfSightStartOffset;
|
||||
const position = vec2.scaleAndAdd(vec2.create(), this.center, direction, traveled);
|
||||
while (traveled < totalDistance) {
|
||||
let sdf = Infinity;
|
||||
for (const planet of planets) {
|
||||
sdf = Math.min(sdf, planet.distance(position));
|
||||
}
|
||||
if (sdf < npcTuning.lineOfSightClearance) {
|
||||
return false;
|
||||
}
|
||||
traveled += sdf;
|
||||
vec2.scaleAndAdd(position, position, direction, sdf);
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private observe(radius: number): Array<Physical> {
|
||||
return this.objectContainer.findIntersecting(
|
||||
getBoundingBoxOfCircle(new Circle(this.center, radius)),
|
||||
);
|
||||
}
|
||||
|
||||
private enemiesByDistance(
|
||||
nearObjects: Array<Physical>,
|
||||
): Array<{ character: CharacterPhysical; distance: number }> {
|
||||
const seen = new Set<CharacterPhysical>();
|
||||
const enemies: Array<{ character: CharacterPhysical; distance: number }> = [];
|
||||
for (const o of nearObjects) {
|
||||
const c = o.gameObject;
|
||||
if (
|
||||
c instanceof CharacterPhysical &&
|
||||
c !== this.character &&
|
||||
c.isAlive &&
|
||||
c.team !== this.team &&
|
||||
!seen.has(c)
|
||||
) {
|
||||
seen.add(c);
|
||||
enemies.push({ character: c, distance: vec2.distance(this.center, c.center) });
|
||||
}
|
||||
}
|
||||
enemies.sort((a, b) => a.distance - b.distance);
|
||||
return enemies;
|
||||
}
|
||||
|
||||
private capturablePlanetsByDistance(
|
||||
nearObjects: Array<Physical>,
|
||||
): Array<{ planet: PlanetPhysical; distance: number }> {
|
||||
const planets = nearObjects
|
||||
.filter(
|
||||
(o): o is Physical =>
|
||||
o.gameObject instanceof PlanetPhysical && o.gameObject.team !== this.team,
|
||||
)
|
||||
.map((o) => ({
|
||||
planet: o.gameObject as PlanetPhysical,
|
||||
distance: vec2.distance(this.center, (o.gameObject as PlanetPhysical).center),
|
||||
}));
|
||||
planets.sort((a, b) => a.distance - b.distance);
|
||||
return planets;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,14 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { CommandGenerator, PrimaryActionCommand, SecondaryActionCommand } from 'shared';
|
||||
import { CommandGenerator, PrimaryActionCommand, holdDurationToCharge } from 'shared';
|
||||
import { Game } from '../game';
|
||||
import { ChargeIndicator } from '../charge-indicator';
|
||||
import { Pointer } from '../helper/pointer';
|
||||
|
||||
export class MouseListener extends CommandGenerator {
|
||||
// Timestamp (ms) of the primary press, or null when not held. On release the
|
||||
// held duration is mapped to the charge scalar; a quick tap reads as ~0.
|
||||
private primaryDownAt: number | null = null;
|
||||
|
||||
constructor(
|
||||
private target: HTMLElement,
|
||||
private readonly game: Game,
|
||||
|
|
@ -10,22 +16,43 @@ export class MouseListener extends CommandGenerator {
|
|||
super();
|
||||
|
||||
target.addEventListener('mousedown', this.mouseDownListener);
|
||||
target.addEventListener('mouseup', this.mouseUpListener);
|
||||
target.addEventListener('mousemove', this.mouseMoveListener);
|
||||
target.addEventListener('contextmenu', this.contextMenuListener);
|
||||
}
|
||||
|
||||
private mouseDownListener = (event: MouseEvent) => {
|
||||
const position = this.positionFromEvent(event);
|
||||
// Only the screen position is stored; it is reprojected to world space each
|
||||
// frame so the gaze stays correct even while the camera pans under a still
|
||||
// cursor.
|
||||
private mouseMoveListener = (event: MouseEvent) => {
|
||||
Pointer.setDisplayPosition(event.clientX, event.clientY);
|
||||
};
|
||||
|
||||
private mouseDownListener = (event: MouseEvent) => {
|
||||
if (event.button === 0) {
|
||||
this.sendCommandToSubscribers(new PrimaryActionCommand(position));
|
||||
this.primaryDownAt = performance.now();
|
||||
// The ring follows the cursor and only fades in once this press has
|
||||
// clearly become a hold.
|
||||
ChargeIndicator.begin(event.clientX, event.clientY, true);
|
||||
}
|
||||
};
|
||||
|
||||
private mouseUpListener = (event: MouseEvent) => {
|
||||
if (event.button !== 0 || this.primaryDownAt === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
ChargeIndicator.end();
|
||||
const charge = holdDurationToCharge((performance.now() - this.primaryDownAt) / 1000);
|
||||
this.primaryDownAt = null;
|
||||
this.sendCommandToSubscribers(
|
||||
new PrimaryActionCommand(this.positionFromEvent(event), charge),
|
||||
);
|
||||
};
|
||||
|
||||
// Suppress the browser context menu on the canvas; right-click has no action.
|
||||
private contextMenuListener = (event: MouseEvent) => {
|
||||
event.preventDefault();
|
||||
|
||||
const position = this.positionFromEvent(event);
|
||||
this.sendCommandToSubscribers(new SecondaryActionCommand(position));
|
||||
};
|
||||
|
||||
private positionFromEvent(event: MouseEvent): vec2 {
|
||||
|
|
@ -35,7 +62,10 @@ export class MouseListener extends CommandGenerator {
|
|||
}
|
||||
|
||||
public destroy() {
|
||||
ChargeIndicator.end();
|
||||
this.target.removeEventListener('mousedown', this.mouseDownListener);
|
||||
this.target.removeEventListener('mouseup', this.mouseUpListener);
|
||||
this.target.removeEventListener('mousemove', this.mouseMoveListener);
|
||||
this.target.removeEventListener('contextmenu', this.contextMenuListener);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,6 +1,14 @@
|
|||
import { vec2 } from 'gl-matrix';
|
||||
import { CommandGenerator, MoveActionCommand, last, PrimaryActionCommand } from 'shared';
|
||||
import {
|
||||
CommandGenerator,
|
||||
MoveActionCommand,
|
||||
last,
|
||||
PrimaryActionCommand,
|
||||
holdDurationToCharge,
|
||||
settings,
|
||||
} from 'shared';
|
||||
import { Game } from '../game';
|
||||
import { ChargeIndicator } from '../charge-indicator';
|
||||
|
||||
export class TouchListener extends CommandGenerator {
|
||||
private static readonly deadZone = 8;
|
||||
|
|
@ -10,6 +18,12 @@ export class TouchListener extends CommandGenerator {
|
|||
private joystickButton: HTMLElement;
|
||||
private isJoystickActive = false;
|
||||
private touchStartPosition!: vec2;
|
||||
private primaryDownAt: number | null = null;
|
||||
|
||||
private fireButton: HTMLElement;
|
||||
private fireStrengthRing: HTMLElement;
|
||||
|
||||
private fireDownAt: number | null = null;
|
||||
|
||||
constructor(
|
||||
private target: HTMLElement,
|
||||
|
|
@ -23,6 +37,17 @@ export class TouchListener extends CommandGenerator {
|
|||
this.joystickButton = document.createElement('div');
|
||||
this.joystick.appendChild(this.joystickButton);
|
||||
|
||||
this.fireButton = document.createElement('div');
|
||||
this.fireButton.className = 'touch-button fire';
|
||||
this.fireStrengthRing = document.createElement('div');
|
||||
this.fireStrengthRing.className = 'strength-ring';
|
||||
this.fireButton.appendChild(this.fireStrengthRing);
|
||||
|
||||
this.fireButton.addEventListener('touchstart', this.fireButtonDownListener);
|
||||
this.fireButton.addEventListener('touchend', this.fireButtonUpListener);
|
||||
|
||||
this.overlay.appendChild(this.fireButton);
|
||||
|
||||
target.addEventListener('touchstart', this.touchStartListener);
|
||||
target.addEventListener('touchmove', this.touchMoveListener);
|
||||
target.addEventListener('touchend', this.touchEndListener);
|
||||
|
|
@ -43,6 +68,8 @@ export class TouchListener extends CommandGenerator {
|
|||
event.touches[0].clientX,
|
||||
event.touches[0].clientY,
|
||||
);
|
||||
this.primaryDownAt = performance.now();
|
||||
ChargeIndicator.begin(this.touchStartPosition.x, this.touchStartPosition.y);
|
||||
}
|
||||
};
|
||||
|
||||
|
|
@ -60,6 +87,8 @@ export class TouchListener extends CommandGenerator {
|
|||
|
||||
if (!this.isJoystickActive && deltaLength > TouchListener.deadZone) {
|
||||
this.isJoystickActive = true;
|
||||
this.primaryDownAt = null;
|
||||
ChargeIndicator.end();
|
||||
this.overlay.appendChild(this.joystick);
|
||||
this.joystickButton.style.transform = `translateX(-50%) translateY(-50%)`;
|
||||
this.joystick.style.transform = `translateX(${this.touchStartPosition.x}px) translateY(${this.touchStartPosition.y}px) translateX(-50%) translateY(-50%)`;
|
||||
|
|
@ -71,7 +100,8 @@ export class TouchListener extends CommandGenerator {
|
|||
|
||||
vec2.set(delta, delta.x, -delta.y);
|
||||
if (deltaLength > TouchListener.deadZone) {
|
||||
this.sendCommandToSubscribers(new MoveActionCommand(vec2.normalize(delta, delta)));
|
||||
const direction = vec2.normalize(delta, delta);
|
||||
this.sendCommandToSubscribers(new MoveActionCommand(direction));
|
||||
} else {
|
||||
this.sendCommandToSubscribers(new MoveActionCommand(vec2.create()));
|
||||
}
|
||||
|
|
@ -81,12 +111,18 @@ export class TouchListener extends CommandGenerator {
|
|||
event.preventDefault();
|
||||
|
||||
if (!this.isJoystickActive) {
|
||||
ChargeIndicator.end();
|
||||
const charge =
|
||||
this.primaryDownAt === null
|
||||
? 0
|
||||
: holdDurationToCharge((performance.now() - this.primaryDownAt) / 1000);
|
||||
this.primaryDownAt = null;
|
||||
const center = vec2.fromValues(
|
||||
event.changedTouches[0].clientX,
|
||||
event.changedTouches[0].clientY,
|
||||
);
|
||||
this.sendCommandToSubscribers(
|
||||
new PrimaryActionCommand(this.game.displayToWorldCoordinates(center)),
|
||||
new PrimaryActionCommand(this.game.displayToWorldCoordinates(center), charge),
|
||||
);
|
||||
} else if (event.touches.length === 0) {
|
||||
this.isJoystickActive = false;
|
||||
|
|
@ -95,9 +131,62 @@ export class TouchListener extends CommandGenerator {
|
|||
}
|
||||
};
|
||||
|
||||
private swallowTouch = (event: TouchEvent) => {
|
||||
event.preventDefault();
|
||||
event.stopPropagation();
|
||||
};
|
||||
|
||||
private fireButtonDownListener = (event: TouchEvent) => {
|
||||
this.swallowTouch(event);
|
||||
this.fireDownAt = performance.now();
|
||||
const rect = this.fireButton.getBoundingClientRect();
|
||||
ChargeIndicator.begin(rect.left + rect.width / 2, rect.top + rect.height / 2);
|
||||
};
|
||||
|
||||
private fireButtonUpListener = (event: TouchEvent) => {
|
||||
this.swallowTouch(event);
|
||||
ChargeIndicator.end();
|
||||
if (this.fireDownAt === null) {
|
||||
return;
|
||||
}
|
||||
|
||||
const charge = holdDurationToCharge((performance.now() - this.fireDownAt) / 1000);
|
||||
this.fireDownAt = null;
|
||||
|
||||
const character = this.game.gameObjects.player;
|
||||
if (!character) {
|
||||
return;
|
||||
}
|
||||
const aim = vec2.scaleAndAdd(
|
||||
vec2.create(),
|
||||
character.bodyCenter,
|
||||
character.facingDirection,
|
||||
settings.touchAimRange,
|
||||
);
|
||||
this.sendCommandToSubscribers(new PrimaryActionCommand(aim, charge));
|
||||
};
|
||||
|
||||
public update(_deltaTimeInSeconds: number) {
|
||||
if (!this.fireButton.parentElement) {
|
||||
this.overlay.appendChild(this.fireButton);
|
||||
}
|
||||
|
||||
const character = this.game.gameObjects.player;
|
||||
if (character) {
|
||||
this.fireStrengthRing.style.background = `conic-gradient(rgba(255, 255, 255, 0.75) ${character.strengthFraction * 360
|
||||
}deg, transparent 0deg)`;
|
||||
}
|
||||
}
|
||||
|
||||
public destroy() {
|
||||
ChargeIndicator.end();
|
||||
this.target.removeEventListener('touchstart', this.touchStartListener);
|
||||
this.target.removeEventListener('touchmove', this.touchMoveListener);
|
||||
this.target.removeEventListener('touchend', this.touchEndListener);
|
||||
|
||||
this.fireButton.removeEventListener('touchstart', this.fireButtonDownListener);
|
||||
this.fireButton.removeEventListener('touchend', this.fireButtonUpListener);
|
||||
|
||||
this.fireButton.parentElement?.removeChild(this.fireButton);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,6 @@
|
|||
import { settings } from 'shared';
|
||||
import { Pointer } from './helper/pointer';
|
||||
|
||||
// Lightweight, self-managing combat-feedback overlay for the local player:
|
||||
// hitmarkers, a personal killfeed, multi-kill callouts and a points popup. It
|
||||
// owns a single fixed, click-through root under <body> and auto-expires every
|
||||
// element it creates, so callers (CharacterView remote-call handlers) just fire
|
||||
// and forget — no wiring through the game loop.
|
||||
export abstract class FeedbackHud {
|
||||
private static root?: HTMLElement;
|
||||
private static killfeed?: HTMLElement;
|
||||
|
|
@ -24,8 +19,6 @@ export abstract class FeedbackHud {
|
|||
return { root: this.root, killfeed: this.killfeed };
|
||||
}
|
||||
|
||||
// Where transient marks/popups appear: the cursor on desktop, screen centre on
|
||||
// touch (where the local character fires along its facing).
|
||||
private static focusPoint(): { x: number; y: number } {
|
||||
const cursor = Pointer.getDisplayPosition();
|
||||
if (cursor) {
|
||||
|
|
@ -40,7 +33,6 @@ export abstract class FeedbackHud {
|
|||
setTimeout(() => element.parentElement?.removeChild(element), lifetimeMs);
|
||||
}
|
||||
|
||||
// A non-lethal hit landed: a quick crosshair tick at the focus point.
|
||||
public static hitMarker() {
|
||||
const { x, y } = this.focusPoint();
|
||||
const marker = document.createElement('div');
|
||||
|
|
@ -50,7 +42,6 @@ export abstract class FeedbackHud {
|
|||
this.addTransient(marker, 250);
|
||||
}
|
||||
|
||||
// A kill was confirmed: killfeed line, points popup and (for streaks) a callout.
|
||||
public static killConfirmed(victimName?: string, streak = 1) {
|
||||
const { killfeed } = this.ensureRoot();
|
||||
|
||||
|
|
|
|||
|
|
@ -15,6 +15,7 @@ import { StepCommand } from '../commands/types/step';
|
|||
import { Game } from '../game';
|
||||
import { Camera } from './types/camera';
|
||||
import { CharacterView } from './types/character-view';
|
||||
import { PlanetView } from './types/planet-view';
|
||||
|
||||
export class GameObjectContainer extends CommandReceiver {
|
||||
protected objects: Map<Id, GameObject> = new Map();
|
||||
|
|
@ -57,6 +58,16 @@ export class GameObjectContainer extends CommandReceiver {
|
|||
super();
|
||||
}
|
||||
|
||||
public get planets(): Array<PlanetView> {
|
||||
const planets: Array<PlanetView> = [];
|
||||
this.objects.forEach((o) => {
|
||||
if (o instanceof PlanetView) {
|
||||
planets.push(o);
|
||||
}
|
||||
});
|
||||
return planets;
|
||||
}
|
||||
|
||||
protected defaultCommandExecutor(c: Command) {
|
||||
this.objects.forEach((o) => o.handleCommand(c));
|
||||
this.camera.handleCommand(c);
|
||||
|
|
|
|||
|
|
@ -49,6 +49,11 @@ export class Scoreboard {
|
|||
this.declaFill.style.width = fraction(declaCount) + '%';
|
||||
this.redFill.style.width = fraction(redCount) + '%';
|
||||
|
||||
const isMatchPoint = (count: number) =>
|
||||
count / limit >= settings.matchPointScoreRatio;
|
||||
this.declaFill.classList.toggle('match-point', isMatchPoint(declaCount));
|
||||
this.redFill.classList.toggle('match-point', isMatchPoint(redCount));
|
||||
|
||||
this.declaScore.innerText = String(Math.round(declaCount));
|
||||
this.redScore.innerText = String(Math.round(redCount));
|
||||
|
||||
|
|
|
|||
219
frontend/src/scripts/shapes/character-shape.ts
Normal file
219
frontend/src/scripts/shapes/character-shape.ts
Normal file
|
|
@ -0,0 +1,219 @@
|
|||
import { mat2d, vec2 } from 'gl-matrix';
|
||||
import { Drawable, DrawableDescriptor } from 'sdf-2d';
|
||||
import { Circle } from 'shared';
|
||||
|
||||
// A single character silhouette shared by every team (teams differ only by
|
||||
// colour): a circular head sitting on two thin line-legs that run down to the
|
||||
// two feet.
|
||||
export class CharacterShape extends Drawable {
|
||||
public static descriptor: DrawableDescriptor = {
|
||||
sdf: {
|
||||
shader: `
|
||||
uniform vec2 characterHeadCenters[CHARACTER_COUNT];
|
||||
uniform vec2 characterLeftFeet[CHARACTER_COUNT];
|
||||
uniform vec2 characterRightFeet[CHARACTER_COUNT];
|
||||
uniform vec2 characterGazeTargets[CHARACTER_COUNT];
|
||||
uniform float characterHeadRadii[CHARACTER_COUNT];
|
||||
uniform float characterFootRadii[CHARACTER_COUNT];
|
||||
uniform int characterColors[CHARACTER_COUNT];
|
||||
uniform float characterFlash[CHARACTER_COUNT];
|
||||
|
||||
float circleDistance(vec2 circleCenter, float radius, vec2 target) {
|
||||
return distance(target, circleCenter) - radius;
|
||||
}
|
||||
|
||||
// Distance to the segment a->b; subtract a radius to get a capsule (a
|
||||
// rounded thick line).
|
||||
float segmentDistance(vec2 a, vec2 b, vec2 target) {
|
||||
vec2 pa = target - a;
|
||||
vec2 ba = b - a;
|
||||
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
|
||||
return length(pa - ba * h);
|
||||
}
|
||||
|
||||
float characterMinDistance(vec2 target, out vec4 color) {
|
||||
float minDistance = 1000.0;
|
||||
|
||||
for (int i = 0; i < CHARACTER_COUNT; i++) {
|
||||
vec2 head = characterHeadCenters[i];
|
||||
vec2 leftFoot = characterLeftFeet[i];
|
||||
vec2 rightFoot = characterRightFeet[i];
|
||||
float headRadius = characterHeadRadii[i];
|
||||
float footRadius = characterFootRadii[i];
|
||||
|
||||
// The server rotates the whole posture toward travel, so the head
|
||||
// leads: forward is the facing direction, perp its 90deg rotation, so
|
||||
// the face sits on the leading side and reads at any rotation.
|
||||
vec2 footAverage = (leftFoot + rightFoot) * 0.5;
|
||||
vec2 toHead = head - footAverage;
|
||||
float toHeadLength = length(toHead);
|
||||
vec2 forward = toHeadLength > 0.001 ? toHead / toHeadLength : vec2(0.0, 1.0);
|
||||
vec2 perp = vec2(-forward.y, forward.x);
|
||||
|
||||
// A circular head, drawn a bit smaller than the head->feet gap so the
|
||||
// legs below it read as two distinct LINES rather than being swallowed
|
||||
// by the head.
|
||||
float renderRadius = headRadius * 0.75;
|
||||
float headDistance = circleDistance(head, renderRadius, target);
|
||||
|
||||
// Legs as thin line-segments (capsules) from the head down to each
|
||||
// foot, hard-min'd onto the head so the head stays a crisp circle.
|
||||
float legThickness = footRadius * 0.35;
|
||||
float leftLeg = segmentDistance(head, leftFoot, target) - legThickness;
|
||||
float rightLeg = segmentDistance(head, rightFoot, target) - legThickness;
|
||||
|
||||
// Rounded feet at the ends of the lines, kept large enough to stay
|
||||
// visible even when the leg is short and the head nearly reaches them.
|
||||
float footRender = footRadius * 0.7;
|
||||
float leftFootDistance = circleDistance(leftFoot, footRender, target);
|
||||
float rightFootDistance = circleDistance(rightFoot, footRender, target);
|
||||
|
||||
float body = min(
|
||||
headDistance,
|
||||
min(min(leftLeg, rightLeg), min(leftFootDistance, rightFootDistance))
|
||||
);
|
||||
|
||||
// Real eyes painted on the leading face — a bright white sclera with a
|
||||
// dark pupil — rather than carved holes, so the character reads as
|
||||
// alive instead of hollow-socketed.
|
||||
// Big white sclera, small pupil: the eye must read as mostly white so
|
||||
// it looks like an eye, not a dark socket. (An 8-bit albedo caps the
|
||||
// sclera at pure white, so its area — not its colour — is what makes
|
||||
// the eye read brighter against the body.)
|
||||
vec2 eyeBase = head + forward * (renderRadius * 0.26);
|
||||
vec2 leftEyeCenter = eyeBase + perp * (renderRadius * 0.38);
|
||||
vec2 rightEyeCenter = eyeBase - perp * (renderRadius * 0.38);
|
||||
float scleraRadius = renderRadius * 0.26;
|
||||
float pupilRadius = renderRadius * 0.11;
|
||||
|
||||
// The pupil slides toward the gaze target (the cursor for the local
|
||||
// player, otherwise the travel direction), kept well inside the rim so
|
||||
// a generous ring of white always frames it. The normalize is guarded
|
||||
// so a cursor resting exactly on an eye can't produce NaNs.
|
||||
vec2 gazeTarget = characterGazeTargets[i];
|
||||
float pupilReach = (scleraRadius - pupilRadius) * 0.6;
|
||||
vec2 toLeftGaze = gazeTarget - leftEyeCenter;
|
||||
vec2 toRightGaze = gazeTarget - rightEyeCenter;
|
||||
vec2 leftGaze = length(toLeftGaze) > 0.001 ? normalize(toLeftGaze) : forward;
|
||||
vec2 rightGaze = length(toRightGaze) > 0.001 ? normalize(toRightGaze) : forward;
|
||||
|
||||
float sclera = min(
|
||||
circleDistance(leftEyeCenter, scleraRadius, target),
|
||||
circleDistance(rightEyeCenter, scleraRadius, target)
|
||||
);
|
||||
float pupil = min(
|
||||
circleDistance(leftEyeCenter + leftGaze * pupilReach, pupilRadius, target),
|
||||
circleDistance(rightEyeCenter + rightGaze * pupilReach, pupilRadius, target)
|
||||
);
|
||||
|
||||
// Soften each eye edge by at least one screen texel so the colour
|
||||
// boundary antialiases instead of staircasing when the character is
|
||||
// small on screen. The fixed world-space term sets a floor on the
|
||||
// softness when zoomed in; fwidth widens the band to a texel as the
|
||||
// head shrinks. Computed here in uniform control flow — NOT inside the
|
||||
// body branch below — so the screen-space derivatives stay defined.
|
||||
// fwidth needs WebGL2 derivatives (core in GLSL ES 3.00), so the
|
||||
// WebGL1 fallback keeps the plain world-space band.
|
||||
float eyeAaBase = renderRadius * 0.025;
|
||||
#ifdef WEBGL2_IS_AVAILABLE
|
||||
float scleraAa = max(eyeAaBase, fwidth(sclera));
|
||||
float pupilAa = max(eyeAaBase, fwidth(pupil));
|
||||
#else
|
||||
float scleraAa = eyeAaBase;
|
||||
float pupilAa = eyeAaBase;
|
||||
#endif
|
||||
|
||||
if (body < minDistance) {
|
||||
minDistance = body;
|
||||
// Brief white punch when taking a hit.
|
||||
color = mix(
|
||||
readFromPalette(characterColors[i]),
|
||||
vec4(1.0),
|
||||
clamp(characterFlash[i], 0.0, 1.0)
|
||||
);
|
||||
|
||||
// Paint the eyes over the body colour. The sclera albedo is HDR
|
||||
// (>> 1): the shading pass multiplies it by the (often dim, reddish)
|
||||
// scene light before clamping to the screen, so an over-bright white
|
||||
// reads as a clean white eye everywhere instead of dimming into a
|
||||
// dark socket. Needs the float colour buffer in sdf-2d; on 8-bit
|
||||
// fallback it simply clamps back to plain white. The smoothstep
|
||||
// widths (scleraAa / pupilAa, computed above) antialias the colour
|
||||
// boundary in a zoom-aware way.
|
||||
color = mix(color, vec4(10.0, 10.0, 10.0, 1.0), 1.0 - smoothstep(-scleraAa, scleraAa, sclera));
|
||||
color = mix(color, vec4(0.04, 0.04, 0.07, 1.0), 1.0 - smoothstep(-pupilAa, pupilAa, pupil));
|
||||
}
|
||||
}
|
||||
|
||||
return minDistance;
|
||||
}
|
||||
`,
|
||||
distanceFunctionName: 'characterMinDistance',
|
||||
},
|
||||
propertyUniformMapping: {
|
||||
footRadius: 'characterFootRadii',
|
||||
headRadius: 'characterHeadRadii',
|
||||
rightFootCenter: 'characterRightFeet',
|
||||
leftFootCenter: 'characterLeftFeet',
|
||||
headCenter: 'characterHeadCenters',
|
||||
gazeTarget: 'characterGazeTargets',
|
||||
color: 'characterColors',
|
||||
flash: 'characterFlash',
|
||||
},
|
||||
uniformCountMacroName: 'CHARACTER_COUNT',
|
||||
shaderCombinationSteps: [0, 1, 2, 8],
|
||||
empty: new CharacterShape(0),
|
||||
};
|
||||
|
||||
protected head!: Circle;
|
||||
protected leftFoot!: Circle;
|
||||
protected rightFoot!: Circle;
|
||||
|
||||
// 0..1 transient white flash on taking a hit. Set per frame.
|
||||
public hitFlash = 0;
|
||||
// World point the eyes look at; the pupils slide toward it. Set per frame
|
||||
// (the cursor for the local player, the travel direction for everyone else).
|
||||
public gazeTarget = vec2.create();
|
||||
|
||||
public constructor(private readonly color: number) {
|
||||
super();
|
||||
|
||||
const circle = new Circle(vec2.create(), 200);
|
||||
this.setCircles([circle, circle, circle]);
|
||||
}
|
||||
|
||||
public setCircles([head, leftFoot, rightFoot]: [Circle, Circle, Circle]) {
|
||||
this.head = head;
|
||||
this.leftFoot = leftFoot;
|
||||
this.rightFoot = rightFoot;
|
||||
}
|
||||
|
||||
public minDistance(target: vec2): number {
|
||||
return Math.min(
|
||||
this.head.distance(target),
|
||||
this.leftFoot.distance(target),
|
||||
this.rightFoot.distance(target),
|
||||
);
|
||||
}
|
||||
|
||||
protected getObjectToSerialize(transform2d: mat2d, transform1d: number): any {
|
||||
return {
|
||||
headCenter: vec2.transformMat2d(vec2.create(), this.head.center, transform2d),
|
||||
leftFootCenter: vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
this.leftFoot.center,
|
||||
transform2d,
|
||||
),
|
||||
rightFootCenter: vec2.transformMat2d(
|
||||
vec2.create(),
|
||||
this.rightFoot.center,
|
||||
transform2d,
|
||||
),
|
||||
gazeTarget: vec2.transformMat2d(vec2.create(), this.gazeTarget, transform2d),
|
||||
headRadius: this.head.radius * transform1d,
|
||||
footRadius: this.leftFoot.radius * transform1d,
|
||||
color: this.color,
|
||||
flash: this.hitFlash,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
|
@ -122,8 +122,6 @@ export class PlanetShape extends PolygonFactory(settings.planetEdgeCount, 0) {
|
|||
};
|
||||
|
||||
public randomOffset = 0;
|
||||
// Radians the surface noise is rotated by; advanced over time by PlanetView so
|
||||
// the planet's textured surface slowly spins.
|
||||
public rotation = 0;
|
||||
|
||||
constructor(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue