[game] Collision detection

This commit is contained in:
John Doty 2023-08-23 19:55:34 -07:00
parent 2388acaa94
commit 38f5f95827
6 changed files with 511 additions and 242 deletions

View file

@ -2,20 +2,42 @@ import { load_texture } from "./assets";
import { btn, Button } from "./input";
import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
import { spr, use_texture, Texture } from "./graphics";
import { has_collision, Level } from "./level";
export interface ActorProps {
id: string;
cx: number;
cy: number;
xr: number;
yr: number;
position: Vec2;
velocity: Vec2;
friction: number;
id: string;
collide_radius: number;
}
export function new_actor_props(id: string, position: Vec2): ActorProps {
export function new_actor_props(
id: string,
position: Vec2,
collide_radius: number
): ActorProps {
const cx = Math.trunc(position.x / 16);
const cy = Math.trunc(position.y / 16);
const xr = (position.x - cx * 16) / 16;
const yr = (position.y - cy * 16) / 16;
return {
cx,
cy,
xr,
yr,
velocity: new_v2(0),
friction: 0.6,
friction: 0.7,
id,
position,
collide_radius,
};
}
@ -30,9 +52,15 @@ export class Actor {
update() {}
update_physics() {
const velocity = vmul(this.props.velocity, this.props.friction);
// Zero if we're smaller than some epsilon.
// IDEAS: Make gameplay logic at 30fps and render updates at 60fps? Does
// this mean we do some "update" in render?
//
// TODO: Update physics in a better kind of way rather than an object call.
update_physics(level: Level | undefined) {
// This is very nice: https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/
// Apply friction to velocity and zero if we're close enough to zero.
const props = this.props;
const velocity = vmul(props.velocity, props.friction);
if (Math.abs(velocity.x) < 0.01) {
velocity.x = 0;
}
@ -40,13 +68,62 @@ export class Actor {
velocity.y = 0;
}
const new_position = vadd(this.props.position, velocity);
let cx = props.cx;
let cy = props.cy;
// Adjust xr with velocity, check for collisions, etc.
let xr = props.xr + velocity.x;
do {
// TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop...
if (xr >= 0.7 && has_collision(level, cx + 1, cy)) {
xr = 0.7;
velocity.x = 0;
}
if (xr <= 0.3 && has_collision(level, cx - 1, cy)) {
xr = 0.3;
velocity.x = 0;
}
if (xr > 1) {
cx += 1;
xr -= 1;
}
if (xr < 0) {
cx -= 1;
xr += 1;
}
} while (xr > 1 || xr < 0);
let yr = props.yr + velocity.y;
do {
if (yr >= 0.4 && has_collision(level, cx, cy + 1)) {
yr = 0.4;
velocity.y = 0;
}
if (yr <= 0.1 && has_collision(level, cx, cy - 1)) {
yr = 0.1;
velocity.y = 0;
}
if (yr > 1) {
cy += 1;
yr -= 1;
}
if (yr < 0) {
cy -= 1;
yr += 1;
}
} while (yr > 1 || yr < 0);
// TODO: Collision detection
// const { w, h } = this.bounds;
this.props.velocity = velocity;
this.props.position = new_position;
const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16);
props.cx = cx;
props.cy = cy;
props.xr = xr;
props.yr = yr;
props.velocity = velocity;
props.position = new_position;
}
draw(_clock: number) {}
@ -55,7 +132,7 @@ export class Actor {
}
const robo_info = {
anchor: new_v2(16, 24), // Distance from upper-left of sprite.
anchor: new_v2(16, 16), // Distance from upper-left of sprite.
bounds: new_v2(32), // Width/height of sprite.
sprite: "./bot.png",
animations: [
@ -90,7 +167,7 @@ export class Robo extends Actor {
a.x += 1;
}
vnorm(a);
this.props.velocity = vadd(this.props.velocity, vmul(a, 1.5));
this.props.velocity = vadd(this.props.velocity, vmul(a, 0.06));
}
draw(clock: number) {