Fix physics
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parent
37954e2ef1
commit
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51 changed files with 832 additions and 541 deletions
67
backend/src/objects/projectile-physical.ts
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67
backend/src/objects/projectile-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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serializesTo,
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ProjectileBase,
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GameObject,
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rotate90Deg,
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} from 'shared';
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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 { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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@serializesTo(ProjectileBase)
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export class ProjectilePhysical extends ProjectileBase implements DynamicPhysical {
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public readonly canCollide = true;
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public readonly canMove = true;
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public object: CirclePhysical;
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constructor(
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center: vec2,
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radius: number,
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private velocity: vec2,
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readonly container: PhysicalContainer,
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) {
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super(id(), center, radius);
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this.object = new CirclePhysical(center, radius, this, container, 0.9);
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}
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private _boundingBox?: ImmutableBoundingBox;
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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this._boundingBox = (this.object as CirclePhysical).boundingBox;
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}
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return this._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 distance(target: vec2): number {
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return this.object.distance(target);
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}
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public onCollision(normal: vec2, other: GameObject) {
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const tangent = rotate90Deg(normal);
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vec2.scale(this.velocity, tangent, vec2.dot(tangent, this.velocity));
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}
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public step(deltaTimeInMiliseconds: number) {
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const deltaTime = deltaTimeInMiliseconds / 1000;
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vec2.add(
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this.velocity,
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this.velocity,
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vec2.scale(vec2.create(), settings.gravitationalForce, deltaTime),
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);
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this.object.velocity = this.velocity;
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this.object.step2(deltaTime);
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}
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}
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