270 lines
6.6 KiB
TypeScript
270 lines
6.6 KiB
TypeScript
import { load_texture } from "./assets";
|
|
import { btn, Button } from "./input";
|
|
import { Vec2, new_v2, vadd, vsub, vnorm, vmul } from "./vector";
|
|
import { color, stroke, circle, spr, use_texture, Texture } from "./graphics";
|
|
import { has_collision, Level, World } from "./level";
|
|
import { log } from "./log";
|
|
|
|
export interface ActorProps {
|
|
id: string;
|
|
|
|
cx: number;
|
|
cy: number;
|
|
xr: number;
|
|
yr: number;
|
|
|
|
position: Vec2;
|
|
velocity: Vec2;
|
|
friction: number;
|
|
collide_radius: number;
|
|
}
|
|
|
|
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: 0.7,
|
|
id,
|
|
position,
|
|
collide_radius,
|
|
};
|
|
}
|
|
|
|
export class Actor {
|
|
type: ActorType;
|
|
props: ActorProps;
|
|
|
|
constructor(type: ActorType, props: ActorProps) {
|
|
this.type = type;
|
|
this.props = props;
|
|
}
|
|
|
|
pre_update(_world: World) {}
|
|
|
|
post_update(_world: World) {}
|
|
|
|
update(world: World) {
|
|
this.pre_update(world);
|
|
this.update_physics(world.current_level);
|
|
this.post_update(world);
|
|
}
|
|
|
|
// 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) {
|
|
// 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;
|
|
}
|
|
if (Math.abs(velocity.y) < 0.01) {
|
|
velocity.y = 0;
|
|
}
|
|
|
|
let cx = props.cx;
|
|
let cy = props.cy;
|
|
|
|
let xr = props.xr;
|
|
let yr = props.yr;
|
|
|
|
const steps = Math.ceil(
|
|
(Math.abs(velocity.x) + Math.abs(velocity.y)) / 0.33
|
|
);
|
|
if (steps > 0) {
|
|
for (let n = 0; n < steps; n++) {
|
|
xr += velocity.x / steps;
|
|
if (velocity.x != 0) {
|
|
// Physics and whatnot.
|
|
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;
|
|
}
|
|
}
|
|
while (xr > 1) {
|
|
xr--;
|
|
cx++;
|
|
}
|
|
while (xr < 0) {
|
|
xr++;
|
|
cx--;
|
|
}
|
|
|
|
yr += velocity.y / steps;
|
|
if (velocity.y != 0) {
|
|
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;
|
|
}
|
|
}
|
|
while (yr > 1) {
|
|
cy += 1;
|
|
yr -= 1;
|
|
}
|
|
while (yr < 0) {
|
|
cy -= 1;
|
|
yr += 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: Entity collision detection
|
|
|
|
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) {}
|
|
|
|
bonk(_other: Actor) {}
|
|
}
|
|
|
|
const robo_info = {
|
|
anchor: new_v2(16, 16), // 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;
|
|
});
|
|
}
|
|
|
|
pre_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, 0.07));
|
|
}
|
|
|
|
post_update(world: World) {
|
|
const level = world.current_level;
|
|
const props = this.props;
|
|
const w = level.cw - 1;
|
|
const h = level.ch - 1;
|
|
|
|
log("robo position", "cx", props.cx, "cy", props.cy, "w", w, "h", h);
|
|
let next_level = null;
|
|
if (props.cx > w || (props.cx == w && props.xr > 0.8)) {
|
|
const iid = level.neighbors.e;
|
|
next_level = iid && world.level_map.get(iid);
|
|
if (next_level) {
|
|
props.cx = 0;
|
|
props.xr = 0.2;
|
|
}
|
|
} else if (props.cy > h || (props.cy == h && props.yr > 0.8)) {
|
|
const iid = level.neighbors.s;
|
|
next_level = iid && world.level_map.get(iid);
|
|
if (next_level) {
|
|
props.cy = 0;
|
|
props.yr = 0.2;
|
|
}
|
|
} else if (props.cx < 0 || (props.cx == 0 && props.xr < 0.2)) {
|
|
const iid = level.neighbors.w;
|
|
next_level = iid && world.level_map.get(iid);
|
|
if (next_level) {
|
|
props.cx = next_level.cw - 1;
|
|
props.xr = 0.8;
|
|
}
|
|
} else if (props.cy < 0 || (props.cy == 0 && props.yr < 0.2)) {
|
|
const iid = level.neighbors.n;
|
|
next_level = iid && world.level_map.get(iid);
|
|
if (next_level) {
|
|
props.cy = next_level.ch - 1;
|
|
props.yr = 0.8;
|
|
}
|
|
}
|
|
|
|
if (next_level) {
|
|
log("vwoop", next_level.iid);
|
|
world.current_level = next_level; // Yikes.
|
|
}
|
|
}
|
|
|
|
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);
|
|
|
|
color(0, 0, 0, 0);
|
|
stroke(1, 0, 0, 1);
|
|
circle(this.props.position.x, this.props.position.y, 8, 1);
|
|
|
|
stroke(0, 1, 0, 1);
|
|
circle(this.props.position.x, this.props.position.y, 16, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
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);
|
|
}
|