[game] Factor into actor
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c7ea93f972
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2 changed files with 121 additions and 83 deletions
99
game/actor.ts
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99
game/actor.ts
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import { load_texture } from "./assets";
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import { btn, Button } from "./input";
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import { Vec2, new_v2, vadd, vnorm, vmul } from "./vector";
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import { spr, use_texture, Texture } from "./graphics";
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export class Actor {
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velocity: Vec2 = new_v2(0);
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friction: number = 0.6;
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id: string;
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position: Vec2;
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bounds: Vec2;
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constructor(id: string, position: Vec2, bounds: Vec2) {
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this.id = id;
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this.position = position;
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this.bounds = bounds;
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}
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update() {}
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update_physics() {
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const velocity = vmul(this.velocity, this.friction);
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// Zero if we're smaller than some epsilon.
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if (Math.abs(velocity.x) < 0.01) {
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velocity.x = 0;
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}
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if (Math.abs(velocity.y) < 0.01) {
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velocity.y = 0;
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}
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const new_position = vadd(this.position, velocity);
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// TODO: Collision detection
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// const { w, h } = this.bounds;
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this.velocity = velocity;
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this.position = new_position;
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}
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draw(_clock: number) {}
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bonk(_other: Actor) {}
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}
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const robo_info = {
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width: 32,
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height: 32,
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sprite: "./bot.png",
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animations: [
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{ start: 0, length: 1, speed: 20 },
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{ start: 1, length: 4, speed: 8 },
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],
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};
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export class Robo extends Actor {
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bot_sprite: Texture | undefined = undefined;
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constructor(pos: Vec2) {
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super("robo", pos, new_v2(robo_info.width, robo_info.height));
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load_texture(robo_info.sprite).then((texture) => {
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this.bot_sprite = texture;
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});
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}
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update() {
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// Acceleration from input
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let a = new_v2(0);
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if (btn(Button.Up)) {
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a.y -= 1;
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}
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if (btn(Button.Down)) {
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a.y += 1;
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}
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if (btn(Button.Left)) {
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a.x -= 1;
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}
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if (btn(Button.Right)) {
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a.x += 1;
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}
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vnorm(a);
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this.velocity = vadd(this.velocity, vmul(a, 1.5));
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}
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draw(clock: number) {
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if (this.bot_sprite != undefined) {
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use_texture(this.bot_sprite);
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const vel = this.velocity;
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const moving = vel.x != 0 || vel.y != 0;
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const anim = robo_info.animations[moving ? 1 : 0];
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const { x: w, y: h } = this.bounds;
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const { x, y } = this.position;
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const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
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spr(x, y, w, h, frame * w, 0, 32, 32);
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}
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}
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}
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