make projectiles use bounding boxes too

This commit is contained in:
2025-01-19 16:11:51 +09:00
parent e75c0d2944
commit 04cc3f951e
5 changed files with 76 additions and 45 deletions
+30 -17
View File
@@ -36,17 +36,6 @@ export default class Projectile {
}
}
checkCollisions(collider) {
(this.game?.entities ?? []).filter((e) => e.id != this.id).forEach((e) => {
if (this.game == null) { return }
if (e.id == this.owner?.id) { return }
if (SATX.collideObject(collider, e.collider())) {
if (this.onCollide != null) { this.onCollide(this, e) }
}
})
}
collider() {
return new SAT.Circle(new SAT.Vector(this.position.x, this.position.y), this.radius)
}
@@ -55,10 +44,14 @@ export default class Projectile {
this.game?.despawn(this)
}
setPosition(vector) {
this.position.copy(vector)
this.#calculateBbox()
}
update() {
this.#move()
this.#calculateBbox()
if (this.onCollide != null) { this.checkCollisions(this.collider()) }
this.#checkStationaryCollisions()
this.#checkIfArrived()
}
@@ -80,21 +73,41 @@ export default class Projectile {
this.despawn()
}
#checkStationaryCollisions() {
if (this.onCollide == null) { return }
const bbox = this.bbox
const entitiesAndTerrains = this.game?.entities ?? []
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length > 0) {
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
const collider = this.collider()
colliders.filter((it) => SATX.collideObject(collider, it)).forEach((it) => this.onCollide(this, it))
}
}
#move() {
if (this.destination == null) { return }
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
const prevPos = this.position.clone()
if (this.position.distanceTo(this.destination) < speed) {
this.position.copy(this.destination)
this.setPosition(this.destination)
}
else {
const step = this.destination.clone().sub(this.position).normalize().multiplyScalar(speed)
this.position.add(step)
}
// TODO: decouple from entity's tunnel collider
const tunnel = Entity.tunnelCollider(prevPos.x, prevPos.y, this.position.x, this.position.y, this.radius)
if (this.onCollide != null) { this.checkCollisions(tunnel) }
if (this.onCollide != null) {
const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
const entitiesAndTerrains = this.game?.entities ?? []
const bboxCheckedObstacles = entitiesAndTerrains.filter((it) => SATX.bboxCheck(bbox, it.bbox))
if (bboxCheckedObstacles.length > 0) {
const colliders = bboxCheckedObstacles.map((it) => it.colliders()).flat()
const collider = Entity.tunnelCollider(prevPos.x, prevPos.y, this.position.x, this.position.y, this.radius)
colliders.filter((it) => SATX.collideObject(collider, it)).forEach((it) => this.onCollide(this, it))
}
}
}
}