[game] Big actor refactor, spawn actors from world

This commit is contained in:
John Doty 2023-08-20 08:25:51 -07:00
parent 4042cd28a4
commit 3af0bb4002
4 changed files with 281 additions and 107 deletions

View file

@ -3,8 +3,7 @@ import { btn, Button } from "./input";
import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
import { spr, use_texture, Texture } from "./graphics";
interface ActorSnapshot {
__type__: string;
export interface ActorProps {
velocity: Vec2;
friction: number;
id: string;
@ -12,23 +11,33 @@ interface ActorSnapshot {
bounds: Vec2;
}
export class Actor {
velocity: Vec2 = new_v2(0);
friction: number = 0.6;
id: string;
position: Vec2;
bounds: Vec2;
export function new_actor_props(
id: string,
position: Vec2,
bounds: Vec2
): ActorProps {
return {
velocity: new_v2(0),
friction: 0.6,
id,
position,
bounds,
};
}
constructor(id: string, position: Vec2, bounds: Vec2) {
this.id = id;
this.position = position;
this.bounds = bounds;
export class Actor {
type: ActorType;
props: ActorProps;
constructor(type: ActorType, props: ActorProps) {
this.type = type;
this.props = props;
}
update() {}
update_physics() {
const velocity = vmul(this.velocity, this.friction);
const velocity = vmul(this.props.velocity, this.props.friction);
// Zero if we're smaller than some epsilon.
if (Math.abs(velocity.x) < 0.01) {
velocity.x = 0;
@ -37,36 +46,22 @@ export class Actor {
velocity.y = 0;
}
const new_position = vadd(this.position, velocity);
const new_position = vadd(this.props.position, velocity);
// TODO: Collision detection
// const { w, h } = this.bounds;
this.velocity = velocity;
this.position = new_position;
this.props.velocity = velocity;
this.props.position = new_position;
}
draw(_clock: number) {}
bonk(_other: Actor) {}
snapshot(): ActorSnapshot {
return { ...this, __type__: "??" };
}
assign_snapshot(s: ActorSnapshot) {
this.id = s.id;
this.position = s.position;
this.bounds = s.bounds;
this.velocity = s.velocity;
this.friction = s.friction;
return this;
}
}
const robo_info = {
width: 32,
height: 32,
bounds: new_v2(32),
sprite: "./bot.png",
animations: [
{ start: 0, length: 1, speed: 20 },
@ -74,15 +69,11 @@ const robo_info = {
],
};
interface RoboSnapshot extends ActorSnapshot {
__type__: "robo";
}
export class Robo extends Actor {
bot_sprite: Texture | undefined = undefined;
constructor(pos: Vec2) {
super("robo", pos, new_v2(robo_info.width, robo_info.height));
constructor(props: ActorProps) {
super("robo", props);
load_texture(robo_info.sprite).then((texture) => {
this.bot_sprite = texture;
});
@ -104,43 +95,36 @@ export class Robo extends Actor {
a.x += 1;
}
vnorm(a);
this.velocity = vadd(this.velocity, vmul(a, 1.5));
this.props.velocity = vadd(this.props.velocity, vmul(a, 1.5));
}
draw(clock: number) {
if (this.bot_sprite != undefined) {
use_texture(this.bot_sprite);
const vel = this.velocity;
const vel = this.props.velocity;
const moving = vel.x != 0 || vel.y != 0;
const anim = robo_info.animations[moving ? 1 : 0];
const { x: w, y: h } = this.bounds;
const { x, y } = this.position;
const { x: w, y: h } = this.props.bounds;
const { x, y } = this.props.position;
const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
spr(x, y, w, h, frame * w, 0, 32, 32);
}
}
snapshot(): RoboSnapshot {
return { ...super.snapshot(), __type__: "robo" };
}
assign_snapshot(s: RoboSnapshot) {
super.assign_snapshot(s);
return this;
}
}
const SNAPSHOT_TABLE: { [key: string]: (s: any) => Actor } = {
robo: (s: any) => new Robo(new_v2(0)).assign_snapshot(s),
const ACTOR_TABLE = {
robo: (s: ActorProps) => new Robo(s),
};
export function actor_from_snapshot(s: ActorSnapshot): Actor {
const f = SNAPSHOT_TABLE[s.__type__];
if (f == undefined) {
throw new Error("No handler for " + s.__type__);
}
return f(s);
export type ActorType = keyof typeof ACTOR_TABLE;
export function is_actor_type(type: string): type is ActorType {
return ACTOR_TABLE.hasOwnProperty(type);
}
export function spawn_actor(type: ActorType, props: ActorProps): Actor {
return ACTOR_TABLE[type](props);
}