oden/game/actor.ts

125 lines
2.8 KiB
TypeScript

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";
export interface ActorProps {
position: Vec2;
velocity: Vec2;
friction: number;
id: string;
}
export function new_actor_props(id: string, position: Vec2): ActorProps {
return {
velocity: new_v2(0),
friction: 0.6,
id,
position,
};
}
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.props.velocity, this.props.friction);
// Zero if we're smaller than some epsilon.
if (Math.abs(velocity.x) < 0.01) {
velocity.x = 0;
}
if (Math.abs(velocity.y) < 0.01) {
velocity.y = 0;
}
const new_position = vadd(this.props.position, velocity);
// TODO: Collision detection
// const { w, h } = this.bounds;
this.props.velocity = velocity;
this.props.position = new_position;
}
draw(_clock: number) {}
bonk(_other: Actor) {}
}
const robo_info = {
anchor: new_v2(16, 24), // Distance from upper-left of sprite.
bounds: new_v2(32), // Width/height of sprite.
sprite: "./bot.png",
animations: [
{ start: 0, length: 1, speed: 20 },
{ start: 1, length: 4, speed: 8 },
],
};
export class Robo extends Actor {
bot_sprite: Texture | undefined = undefined;
constructor(props: ActorProps) {
super("robo", props);
load_texture(robo_info.sprite).then((texture) => {
this.bot_sprite = texture;
});
}
update() {
// Acceleration from input
let a = new_v2(0);
if (btn(Button.Up)) {
a.y -= 1;
}
if (btn(Button.Down)) {
a.y += 1;
}
if (btn(Button.Left)) {
a.x -= 1;
}
if (btn(Button.Right)) {
a.x += 1;
}
vnorm(a);
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.props.velocity;
const moving = vel.x != 0 || vel.y != 0;
const anim = robo_info.animations[moving ? 1 : 0];
const { x: w, y: h } = robo_info.bounds;
const { x, y } = vsub(this.props.position, robo_info.anchor);
const frame = (anim.start + ((clock / anim.speed) % anim.length)) >> 0;
spr(x, y, w, h, frame * w, 0, 32, 32);
}
}
}
const ACTOR_TABLE = {
robo: (s: ActorProps) => new Robo(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);
}