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- import {Trait} from "../Entity.js";
- import Vec2 from "../Vec2.js";
-
- let zeroVector = new Vec2(0, 0);
-
- export default class TPhysics extends Trait {
- constructor(entity) {
- super(entity, "physics");
-
- this.velocity = new Vec2();
- this.gravity = 40;
- this.groundFriction = 6;
- this.airFriction = 2;
-
- this.timeLastOnGround = 0;
- this.onGround = false;
- this.groundBounds = null;
- this.groundVelocity = null;
- }
-
- collideTop(bounds, velocity) {
- if (!this.groundBounds || bounds.top < this.groundBounds.top) {
- this.groundBounds = bounds;
- this.groundVelocity = velocity;
- }
- }
-
- collideWall(bounds, velocity) {
- let side = this.entity.bounds.intersectSide(bounds);
-
- if (side === "top")
- return this.collideTop(bounds, velocity);
- }
-
- collidePlatform(bounds, velocity) {
- let side = this.entity.bounds.intersectSide(bounds);
-
- if (side === "top")
- return this.collideTop(bounds, velocity);
- }
-
- update(dt) {
-
- // Collide
- if (this.entity.has("collider")) {
- let collider = this.entity.t.collider;
- this.groundBounds = null;
- this.groundVelocity = null;
-
- collider.entities.forEach(e => {
- let vel = zeroVector;
- if (e.has("physics"))
- vel = e.t.physics.velocity;
-
- if (e.has("wall"))
- this.collideWall(e.bounds, vel);
- else if (e.has("platform"))
- this.collidePlatform(e.bounds, vel);
- });
- collider.structures.forEach((s, i) => {
- let bounds = collider.structureBounds[i];
- if (s.attrs.wall)
- this.collideWall(bounds, zeroVector);
- else if (s.attrs.platform)
- this.collidePlatform(bounds, zeroVector);
- });
- }
-
- this.onGround =
- (this.groundVelocity && this.velocity.y >= this.groundVelocity.y);
-
- if (this.onGround) {
- this.timeLastOnGround = this.entity.time;
- this.velocity.y = this.groundVelocity.y;
- }
-
- if (!this.onGround)
- this.velocity.y += this.gravity * dt;
-
- // Apply friction
- var fric = this.onGround ? this.groundFriction : this.airFriction;
- var xRatio = 1 / (1 + (dt * fric));
- this.velocity.x *= xRatio;
- }
-
- postUpdate(dt) {
-
- // Move
- this.entity.bounds.pos.x += this.velocity.x * dt;
- this.entity.bounds.pos.y += this.velocity.y * dt;
-
- if (this.onGround)
- this.entity.bounds.bottom = this.groundBounds.top;
- }
- }
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