[game] Tweaks

This commit is contained in:
John Doty 2023-08-23 20:10:22 -07:00
parent 38f5f95827
commit 756a3634c0
3 changed files with 16 additions and 16 deletions

View file

@ -56,7 +56,7 @@ export class Actor {
// 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) {
update_physics(level: Level) {
// 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;
@ -72,6 +72,9 @@ export class Actor {
let cy = props.cy;
// Adjust xr with velocity, check for collisions, etc.
// TODO: This code is somewhat wrong because it kinda assumes that we're
// the same size as our cell size, which is incorrect.
let xr = props.xr + velocity.x;
do {
// TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop...
@ -113,8 +116,7 @@ export class Actor {
}
} while (yr > 1 || yr < 0);
// TODO: Collision detection
// const { w, h } = this.bounds;
// TODO: Entity collision detection
const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16);
@ -167,7 +169,7 @@ export class Robo extends Actor {
a.x += 1;
}
vnorm(a);
this.props.velocity = vadd(this.props.velocity, vmul(a, 0.06));
this.props.velocity = vadd(this.props.velocity, vmul(a, 0.07));
}
draw(clock: number) {