| } | } | ||||
| intersectsPoint(e) { | intersectsPoint(e) { | ||||
| let rect = this.boundingRect; | |||||
| return ( | return ( | ||||
| e.pos.x > this.pos.x && e.pos.x < this.pos.x + this.width && | |||||
| e.pos.y > this.pos.y && e.pos.y < this.pos.y + this.height | |||||
| e.pos.x > rect.x && e.pos.x < rect.x + rect.width && | |||||
| e.pos.y > rect.y && e.pos.y < rect.y + rect.height | |||||
| ); | ); | ||||
| } | } | ||||
| let f = new Vec2(0, 0); | let f = new Vec2(0, 0); | ||||
| if (this.keys.up) | if (this.keys.up) | ||||
| f.set(0, -0.4); | |||||
| f.set(0, -0.9); | |||||
| if (this.keys.down) | if (this.keys.down) | ||||
| f.set(0, 0.4); | |||||
| f.set(0, 0.9); | |||||
| if (this.keys.left) | if (this.keys.left) | ||||
| this.rotForce -= 0.005; | this.rotForce -= 0.005; | ||||
| if (this.keys.right) | if (this.keys.right) | ||||
| f.rotate(this.rot); | f.rotate(this.rot); | ||||
| this.force(f.x, f.y); | this.force(f.x, f.y); | ||||
| this.vel.scale(0.99); | |||||
| //Detect collissions | //Detect collissions | ||||
| this.game.entities.forEach((e) => { | this.game.entities.forEach((e) => { | ||||
| if (e instanceof Bullet) { | if (e instanceof Bullet) { |