decla-red/backend/src/objects/character-physical.ts
2020-10-12 21:46:23 +02:00

233 lines
6.9 KiB
TypeScript

import { vec2 } from 'gl-matrix';
import {
id,
CharacterBase,
settings,
MoveActionCommand,
serializesTo,
clamp,
last,
GameObject,
} from 'shared';
import { DynamicPhysical } from '../physics/conatiners/dynamic-physical';
import { CirclePhysical } from './circle-physical';
import { PhysicalContainer } from '../physics/containers/physical-container';
import { Spring } from './spring';
import { BoundingBoxBase } from '../physics/bounding-boxes/bounding-box-base';
import { ProjectilePhysical } from './projectile-physical';
@serializesTo(CharacterBase)
export class CharacterPhysical extends CharacterBase implements DynamicPhysical {
public readonly canCollide = true;
public readonly canMove = true;
private isDestroyed = false;
private jumpEnergyLeft = settings.defaultJumpEnergy;
public head: CirclePhysical;
public leftFoot: CirclePhysical;
public rightFoot: CirclePhysical;
public bound: CirclePhysical;
private movementActions: Array<MoveActionCommand> = [];
private lastMovementAction: MoveActionCommand = new MoveActionCommand(vec2.create());
public handleMovementAction(c: MoveActionCommand) {
this.movementActions.push(c);
}
private static readonly headOffset = vec2.fromValues(0, 40);
private static readonly headRadius = 50;
private static readonly feetRadius = 20;
private static readonly leftFootOffset = vec2.fromValues(-20, -35);
private static readonly rightFootOffset = vec2.fromValues(20, -35);
constructor(
public readonly colorIndex: number,
private readonly container: PhysicalContainer,
) {
super(id(), colorIndex);
this.head = new CirclePhysical(
vec2.clone(CharacterPhysical.headOffset),
CharacterPhysical.headRadius,
this,
container,
);
this.leftFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.leftFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
this.rightFoot = new CirclePhysical(
vec2.clone(CharacterPhysical.rightFootOffset),
CharacterPhysical.feetRadius,
this,
container,
);
container.addObject(this.head);
container.addObject(this.leftFoot);
container.addObject(this.rightFoot);
this.bound = new CirclePhysical(
vec2.create(),
(CharacterPhysical.headRadius + CharacterPhysical.feetRadius * 2) * 2,
this,
container,
);
}
public onCollision(other: GameObject) {
if (other instanceof ProjectilePhysical) {
other.destroy();
this.destroy();
}
}
public get boundingBox(): BoundingBoxBase {
this.bound.center = this.head.center;
return this.bound.boundingBox;
}
public get gameObject(): this {
return this;
}
public get center(): vec2 {
return this.head.center;
}
public get velocity(): vec2 {
return this.head.velocity;
}
public distance(target: vec2): number {
return (
Math.min(
this.head.distance(target),
this.leftFoot.distance(target),
this.rightFoot.distance(target),
) - 20
);
}
private sumAndResetMovementActions(): vec2 {
let direction: vec2;
if (this.movementActions.length === 0) {
direction = vec2.clone(this.lastMovementAction.direction);
} else {
direction = this.movementActions.reduce(
(sum, current) => vec2.add(sum, sum, current.direction),
vec2.create(),
);
vec2.scale(direction, direction, 1 / this.movementActions.length);
this.lastMovementAction = last(this.movementActions)!;
this.movementActions = [];
}
return direction;
}
public step(deltaTimeInMiliseconds: number) {
const deltaTime = deltaTimeInMiliseconds / 1000;
const direction = this.sumAndResetMovementActions();
const feetAirborne = this.leftFoot.isAirborne && this.rightFoot.isAirborne;
const isAirborne = feetAirborne && this.head.isAirborne;
this.jumpEnergyLeft += isAirborne ? -deltaTime : deltaTime;
this.jumpEnergyLeft = clamp(this.jumpEnergyLeft, 0, settings.defaultJumpEnergy);
const xMax = deltaTime * settings.maxAccelerationX;
const yMax = this.jumpEnergyLeft > 0 ? settings.maxAccelerationY : 0;
const movementForce = vec2.multiply(
direction,
direction,
vec2.fromValues(xMax, yMax),
);
Spring.step(
this.leftFoot,
this.rightFoot,
vec2.distance(CharacterPhysical.leftFootOffset, CharacterPhysical.rightFootOffset),
300,
deltaTime,
);
this.applyForce(this.head, movementForce, deltaTime);
this.applyForce(this.leftFoot, movementForce, deltaTime);
this.applyForce(this.rightFoot, movementForce, deltaTime);
if (feetAirborne) {
this.applyForce(this.head, settings.gravitationalForce, deltaTime);
}
this.applyForce(this.leftFoot, settings.gravitationalForce, deltaTime);
this.applyForce(this.rightFoot, settings.gravitationalForce, deltaTime);
this.head.step2(deltaTime);
this.leftFoot.step2(deltaTime);
this.rightFoot.step2(deltaTime);
let sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
const headPosition = vec2.add(vec2.create(), sumBody, CharacterPhysical.headOffset);
const headDelta = vec2.subtract(headPosition, headPosition, this.head.center);
vec2.scale(headDelta, headDelta, 0.5);
this.head.tryMove(headDelta);
sumBody = vec2.add(vec2.create(), this.head.center, this.leftFoot.center);
vec2.add(sumBody, sumBody, this.rightFoot.center);
vec2.scale(sumBody, sumBody, 1 / 3);
const leftFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.leftFootOffset,
);
const leftFootDelta = vec2.subtract(
leftFootPosition,
leftFootPosition,
this.leftFoot.center,
);
vec2.scale(leftFootDelta, leftFootDelta, 1);
this.leftFoot.tryMove(leftFootDelta);
const rightFootPosition = vec2.add(
vec2.create(),
sumBody,
CharacterPhysical.rightFootOffset,
);
const rightFootDelta = vec2.subtract(
rightFootPosition,
rightFootPosition,
this.rightFoot.center,
);
vec2.scale(rightFootDelta, rightFootDelta, 1);
this.rightFoot.tryMove(rightFootDelta);
}
public applyForce(circle: CirclePhysical, force: vec2, timeInSeconds: number) {
vec2.add(
circle.velocity,
circle.velocity,
vec2.scale(vec2.create(), force, timeInSeconds),
);
vec2.set(
circle.velocity,
clamp(circle.velocity.x, -settings.maxVelocityX, settings.maxVelocityX),
clamp(circle.velocity.y, -settings.maxVelocityY, settings.maxVelocityY),
);
}
public destroy() {
if (!this.isDestroyed) {
this.isDestroyed = true;
this.container.removeObject(this);
this.container.removeObject(this.head);
this.container.removeObject(this.leftFoot);
this.container.removeObject(this.rightFoot);
}
}
}