Add npcs
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20 changed files with 1691 additions and 368 deletions
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@ -190,7 +190,9 @@ export class PlayerCharacterPhysical
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}
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public get center(): vec2 {
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return this.head.center;
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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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return vec2.scale(bodyCenter, bodyCenter, 1 / 3);
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}
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public distance(target: vec2): number {
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@ -199,7 +201,7 @@ export class PlayerCharacterPhysical
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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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) - 5
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);
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}
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@ -222,7 +224,7 @@ export class PlayerCharacterPhysical
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this.movementActions = [];
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}
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return direction;
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return vec2.normalize(direction, direction);
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}
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public step(deltaTime: number) {
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@ -251,16 +253,28 @@ export class PlayerCharacterPhysical
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this.rightFoot.center,
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);
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vec2.scale(feetCenter, feetCenter, 0.5);
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const actualGravity = forceAtPosition(feetCenter, intersectingWithForcefield);
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const leftFootGravity = forceAtPosition(
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this.leftFoot.center,
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intersectingWithForcefield,
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);
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const rightFootGravity = forceAtPosition(
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this.rightFoot.center,
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intersectingWithForcefield,
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);
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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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this.applyForce(this.leftFoot, leftFootGravity, deltaTime);
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this.applyForce(this.rightFoot, rightFootGravity, deltaTime);
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const sumForce = vec2.subtract(vec2.create(), actualGravity, movementForce);
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const sumForce = vec2.subtract(
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vec2.create(),
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// the next line is intentional
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vec2.add(vec2.create(), leftFootGravity, rightFootGravity),
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movementForce,
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);
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this.setDirection(
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vec2.length(sumForce) === 0 ? vec2.fromValues(0, -1) : sumForce,
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@ -274,7 +288,7 @@ export class PlayerCharacterPhysical
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vec2.rotate(movementForce, movementForce, vec2.create(), this.direction);
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}
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if (vec2.dot(movementForce, actualGravity) < -vec2.length(movementForce) * 0.8) {
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if (vec2.dot(movementForce, leftFootGravity) < -vec2.length(movementForce) * 0.8) {
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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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@ -283,7 +297,7 @@ export class PlayerCharacterPhysical
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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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if (vec2.length(headGravity) < vec2.length(leftFootGravity) / 2) {
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this.currentPlanet = undefined;
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}
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this.setDirection(headGravity, deltaTime);
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@ -294,7 +308,9 @@ export class PlayerCharacterPhysical
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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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this.keepPosture(deltaTime);
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this.remoteCall('updateCircles', this.head, this.leftFoot, this.rightFoot);
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}
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@ -302,27 +318,68 @@ export class PlayerCharacterPhysical
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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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Math.pow(2, 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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private keepPosture(deltaTime: number) {
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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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PlayerCharacterPhysical.leftFootOffset,
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deltaTime,
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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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PlayerCharacterPhysical.rightFootOffset,
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deltaTime,
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);
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/*
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const feetDelta = vec2.subtract(
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vec2.create(),
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this.leftFoot.center,
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this.rightFoot.center,
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);
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const desiredDistance = vec2.dist(
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PlayerCharacterPhysical.desiredLeftFootOffset,
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PlayerCharacterPhysical.desiredRightFootOffset,
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);
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const actualDistance = vec2.length(feetDelta);
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const delta = vec2.normalize(feetDelta, feetDelta);
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vec2.scale(delta, delta, Math.min(actualDistance / 2, deltaTime * 200));
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let hitObject = this.rightFoot.tryMove(delta);
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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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vec2.scale(delta, delta, -1);
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hitObject = this.leftFoot.tryMove(delta);
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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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this.springMove(this.head, center, PlayerCharacterPhysical.headOffset, deltaTime);
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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 = 0.55;
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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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) {
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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 positionDeltaDirection = vec2.normalize(vec2.create(), positionDelta);
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const positionDeltaLength = vec2.length(positionDelta);
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vec2.scale(
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positionDelta,
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positionDeltaDirection,
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Math.min(positionDeltaLength, (positionDeltaLength / 50) * deltaTime * 800),
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);
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const hitObject = object.tryMove(positionDelta);
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if (hitObject instanceof PlanetPhysical) {
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