Add better object updates
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29 changed files with 289 additions and 123 deletions
318
backend/src/objects/player-character-physical.ts
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318
backend/src/objects/player-character-physical.ts
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import { vec2 } from 'gl-matrix';
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import {
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id,
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settings,
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MoveActionCommand,
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serializesTo,
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clamp,
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last,
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GameObject,
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Circle,
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PlayerCharacterBase,
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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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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
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import { ProjectilePhysical } from './projectile-physical';
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import { interpolateAngles } from '../helper/interpolate-angles';
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import { forceAtPosition } from '../physics/functions/force-at-position';
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import { getBoundingBoxOfCircle } from '../physics/functions/get-bounding-box-of-circle';
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import { PlanetPhysical } from './planet-physical';
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import { ReactsToCollision } from '../physics/physicals/reacts-to-collision';
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import { UpdateObjectMessage } from 'shared/lib/src/objects/update-object-message';
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import { UpdateGameObjectMessage } from '../update-game-object-message';
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@serializesTo(PlayerCharacterBase)
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export class PlayerCharacterPhysical
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extends PlayerCharacterBase
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implements DynamicPhysical, ReactsToCollision {
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public readonly canCollide = true;
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public readonly canMove = true;
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private static readonly headRadius = 50;
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private static readonly feetRadius = 20;
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// offsets are meassured from (0, 0)
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private static readonly desiredHeadOffset = vec2.fromValues(0, 65);
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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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vec2.create(),
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vec2.add(
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vec2.create(),
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vec2.add(
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vec2.create(),
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PlayerCharacterPhysical.desiredHeadOffset,
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PlayerCharacterPhysical.desiredLeftFootOffset,
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),
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PlayerCharacterPhysical.desiredRightFootOffset,
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),
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1 / 3,
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);
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private static readonly headOffset = vec2.subtract(
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vec2.create(),
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PlayerCharacterPhysical.desiredHeadOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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private static readonly leftFootOffset = vec2.subtract(
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vec2.create(),
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PlayerCharacterPhysical.desiredLeftFootOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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private static readonly rightFootOffset = vec2.subtract(
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vec2.create(),
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PlayerCharacterPhysical.desiredRightFootOffset,
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PlayerCharacterPhysical.centerOfMass,
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);
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public static readonly boundRadius =
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(PlayerCharacterPhysical.headRadius + PlayerCharacterPhysical.feetRadius * 2) * 2;
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private isDestroyed = false;
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private direction = 0;
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private currentPlanet?: PlanetPhysical;
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private lastMovementWasRelative = false;
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private secondsSinceOnSurface = 1000;
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public head: CirclePhysical;
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public leftFoot: CirclePhysical;
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public rightFoot: CirclePhysical;
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public bound: CirclePhysical;
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public get isAlive(): boolean {
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return !this.isDestroyed;
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}
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(
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vec2.create(),
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false,
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);
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constructor(
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name: string,
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public readonly colorIndex: number,
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private readonly container: PhysicalContainer,
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startPosition: vec2,
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) {
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super(id(), name, colorIndex);
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this.head = new CirclePhysical(
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vec2.add(vec2.create(), startPosition, PlayerCharacterPhysical.headOffset),
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PlayerCharacterPhysical.headRadius,
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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.add(vec2.create(), startPosition, PlayerCharacterPhysical.leftFootOffset),
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PlayerCharacterPhysical.feetRadius,
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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.add(vec2.create(), startPosition, PlayerCharacterPhysical.rightFootOffset),
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PlayerCharacterPhysical.feetRadius,
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this,
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container,
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);
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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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this.bound = new CirclePhysical(
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vec2.create(),
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PlayerCharacterPhysical.boundRadius,
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this,
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container,
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);
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}
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public calculateUpdates(): UpdateObjectMessage {
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return new UpdateGameObjectMessage(this, ['head', 'leftFoot', 'rightFoot']);
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}
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public handleMovementAction(c: MoveActionCommand) {
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this.movementActions.push(c);
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}
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public onCollision(other: GameObject) {
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if (other instanceof ProjectilePhysical) {
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other.destroy();
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this.destroy();
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}
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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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}
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public get gameObject(): this {
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return this;
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}
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public get center(): vec2 {
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return this.head.center;
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}
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public get velocity(): vec2 {
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return this.head.velocity;
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}
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public distance(target: vec2): number {
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return (
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Math.min(
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this.head.distance(target),
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this.leftFoot.distance(target),
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this.rightFoot.distance(target),
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) - 20
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);
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}
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private averageAndResetMovementActions(): vec2 {
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let direction: vec2;
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if (this.movementActions.length === 0) {
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direction = vec2.clone(this.lastMovementAction.direction);
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} else {
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direction = this.movementActions.reduce(
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(sum, current) => vec2.add(sum, sum, current.direction),
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vec2.create(),
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);
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vec2.scale(direction, direction, 1 / this.movementActions.length);
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this.lastMovementWasRelative =
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this.movementActions.find((a) => a.isCharacterRelative) !== undefined;
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this.lastMovementAction = last(this.movementActions)!;
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this.movementActions = [];
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}
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return direction;
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}
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public step(deltaTime: number) {
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if ((this.secondsSinceOnSurface += deltaTime) > 1) {
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this.currentPlanet = undefined;
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}
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const intersectingWithForcefield = this.container.findIntersecting(
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getBoundingBoxOfCircle(
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new Circle(
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this.center,
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PlayerCharacterPhysical.boundRadius + settings.maxGravityDistance,
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),
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),
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);
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const actualGravity = forceAtPosition(this.center, intersectingWithForcefield);
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const direction = this.averageAndResetMovementActions();
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const movementForce = vec2.scale(direction, direction, settings.maxAcceleration);
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if (!this.currentPlanet) {
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this.applyForce(this.leftFoot, actualGravity, deltaTime);
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this.applyForce(this.rightFoot, actualGravity, deltaTime);
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const sumForce = vec2.subtract(vec2.create(), actualGravity, movementForce);
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this.setDirection(
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vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
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deltaTime,
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);
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} else {
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const leftFootGravity = this.currentPlanet!.getForce(this.leftFoot.center);
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const rightFootGravity = this.currentPlanet!.getForce(this.rightFoot.center);
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if (movementForce.y > settings.maxAcceleration / 4) {
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vec2.scale(leftFootGravity, leftFootGravity, 0.35);
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vec2.scale(rightFootGravity, rightFootGravity, 0.35);
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}
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this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
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if (this.lastMovementWasRelative) {
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vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
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}
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const headGravity = this.currentPlanet!.getForce(this.head.center);
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if (vec2.length(headGravity) < vec2.length(actualGravity) / 2) {
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this.currentPlanet = undefined;
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}
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this.setDirection(headGravity, deltaTime);
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}
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this.applyForce(this.leftFoot, movementForce, deltaTime);
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this.applyForce(this.rightFoot, movementForce, deltaTime);
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this.stepBodyPart(this.leftFoot, deltaTime);
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this.stepBodyPart(this.rightFoot, deltaTime);
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this.keepPosture();
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}
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private setDirection(direction: vec2, deltaTime: number) {
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this.direction = interpolateAngles(
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this.direction,
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Math.atan2(direction.y, direction.x) + Math.PI / 2,
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Math.pow(4, deltaTime),
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);
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}
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private keepPosture() {
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const bodyCenter = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(bodyCenter, bodyCenter, this.rightFoot.center);
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vec2.scale(bodyCenter, bodyCenter, 1 / 3);
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this.springMove(this.leftFoot, bodyCenter, PlayerCharacterPhysical.leftFootOffset);
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this.springMove(this.rightFoot, bodyCenter, PlayerCharacterPhysical.rightFootOffset);
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this.springMove(this.head, bodyCenter, PlayerCharacterPhysical.headOffset);
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}
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private springMove(object: CirclePhysical, center: vec2, offset: vec2) {
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// todo: make time-independent
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const springConstant = 0.35;
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const desiredPosition = vec2.add(vec2.create(), center, offset);
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vec2.rotate(desiredPosition, desiredPosition, center, this.direction);
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const positionDelta = vec2.subtract(desiredPosition, desiredPosition, object.center);
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vec2.scale(positionDelta, positionDelta, springConstant);
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const hitObject = object.tryMove(positionDelta);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}
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}
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private stepBodyPart(part: CirclePhysical, deltaTime: number) {
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const hitObject = part.step2(deltaTime);
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if (hitObject instanceof PlanetPhysical) {
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this.secondsSinceOnSurface = 0;
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this.currentPlanet = hitObject;
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}
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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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vec2.set(
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circle.velocity,
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clamp(circle.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
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clamp(circle.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
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);
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}
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public destroy() {
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if (!this.isDestroyed) {
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this.isDestroyed = true;
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this.container.removeObject(this);
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this.container.removeObject(this.head);
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this.container.removeObject(this.leftFoot);
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this.container.removeObject(this.rightFoot);
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}
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}
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}
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