Fix physics
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parent
37954e2ef1
commit
f9f6825776
51 changed files with 832 additions and 541 deletions
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@ -2,25 +2,22 @@ import { vec2 } from 'gl-matrix';
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import {
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id,
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CharacterBase,
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StepCommand,
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settings,
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CommandExecutors,
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MoveActionCommand,
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serializesTo,
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clamp,
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last,
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Circle,
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} from 'shared';
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import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { Physical } from '../physics/physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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import { Spring } from './spring';
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@serializesTo(CharacterBase)
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export class CharacterPhysical extends CharacterBase implements Physical {
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export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
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public readonly canCollide = true;
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public readonly isInverted = false;
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public readonly canMove = true;
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private jumpEnergyLeft = settings.defaultJumpEnergy;
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@ -32,17 +29,19 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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private movementActions: Array<MoveActionCommand> = [];
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private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
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protected commandExecutors: CommandExecutors = {
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[StepCommand.type]: this.step.bind(this),
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[MoveActionCommand.type]: (c: MoveActionCommand) => this.movementActions.push(c),
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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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private static readonly headOffset = vec2.fromValues(0, 40);
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private static readonly leftFootOffset = vec2.fromValues(-20, -35);
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private static readonly rightFootOffset = vec2.fromValues(20, -35);
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constructor(private readonly container: PhysicalContainer) {
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super(id());
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constructor(
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public readonly colorIndex: number,
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private readonly container: PhysicalContainer,
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) {
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super(id(), colorIndex);
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this.head = new CirclePhysical(
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vec2.clone(CharacterPhysical.headOffset),
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50,
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@ -76,7 +75,7 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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return this._boundingBox;
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}
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public get gameObject(): CharacterPhysical {
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public get gameObject(): this {
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return this;
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}
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@ -84,6 +83,10 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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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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@ -113,11 +116,11 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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return direction;
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}
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public step(c: StepCommand) {
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const deltaTime = c.deltaTimeInMiliseconds / 1000;
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public step(deltaTimeInMiliseconds: number) {
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const deltaTime = deltaTimeInMiliseconds / 1000;
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const direction = this.sumAndResetMovementActions();
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const isAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
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const feetAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
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const isAirborne = feetAirborne && this.head.isAirborne;
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this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
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this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
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@ -129,52 +132,80 @@ export class CharacterPhysical extends CharacterBase implements Physical {
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vec2.fromValues(xMax, yMax),
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);
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const sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
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Spring.step(new Circle(headPosition, 0), this.head, 0, 30, deltaTime);
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const footDistance = vec2.distance(
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CharacterPhysical.headOffset,
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CharacterPhysical.leftFootOffset,
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);
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Spring.step(
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new Circle(this.head.center, this.head.radius),
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this.leftFoot,
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footDistance,
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25,
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deltaTime,
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);
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Spring.step(
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new Circle(this.head.center, this.head.radius),
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this.rightFoot,
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footDistance,
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25,
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deltaTime,
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);
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Spring.step(
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this.leftFoot,
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this.rightFoot,
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vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
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100,
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300,
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deltaTime,
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);
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this.head.applyForce(movementForce, deltaTime);
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this.leftFoot.applyForce(movementForce, deltaTime);
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this.rightFoot.applyForce(movementForce, deltaTime);
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this.applyForce(this.head, movementForce, deltaTime);
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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.head.applyForce(settings.gravitationalForce, deltaTime);
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this.leftFoot.applyForce(settings.gravitationalForce, deltaTime);
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this.rightFoot.applyForce(settings.gravitationalForce, deltaTime);
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if (feetAirborne) {
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this.applyForce(this.head, settings.gravitationalForce, deltaTime);
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}
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this.applyForce(this.leftFoot, settings.gravitationalForce, deltaTime);
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this.applyForce(this.rightFoot, settings.gravitationalForce, deltaTime);
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this.head.step(deltaTime);
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this.leftFoot.step(deltaTime);
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this.rightFoot.step(deltaTime);
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this.head.step2(deltaTime);
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this.leftFoot.step2(deltaTime);
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this.rightFoot.step2(deltaTime);
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let sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
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const headDelta = vec2.subtract(headPosition, headPosition, this.head.center);
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vec2.scale(headDelta, headDelta, 0.5);
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this.head.tryMove(headDelta);
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sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
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vec2.add(sumBody, sumBody, this.rightFoot.center);
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vec2.scale(sumBody, sumBody, 1 / 3);
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const leftFootPosition = vec2.add(
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vec2.create(),
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sumBody,
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CharacterPhysical.leftFootOffset,
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);
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const leftFootDelta = vec2.subtract(
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leftFootPosition,
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leftFootPosition,
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this.leftFoot.center,
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);
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vec2.scale(leftFootDelta, leftFootDelta, 1);
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this.leftFoot.tryMove(leftFootDelta);
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const rightFootPosition = vec2.add(
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vec2.create(),
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sumBody,
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CharacterPhysical.rightFootOffset,
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);
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const rightFootDelta = vec2.subtract(
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rightFootPosition,
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rightFootPosition,
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this.rightFoot.center,
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);
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vec2.scale(rightFootDelta, rightFootDelta, 1);
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this.rightFoot.tryMove(rightFootDelta);
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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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