replace most systems with THREE

This commit is contained in:
2024-12-22 23:52:56 +09:00
parent 14212afd70
commit 054d22d01a
7 changed files with 107 additions and 87 deletions
+44 -23
View File
@@ -1,51 +1,72 @@
import { Circle } from 'detect-collisions'
import Victor from 'victor'
import * as THREE from 'three'
export default class Entity {
id = crypto.randomUUID()
pos = new Victor(0, 0)
speed = 280
radius = 0
#collider = null
speed = 400
#dest = null
#game = null
#mesh = null
constructor(...options) {
Object.entries(options).forEach((value, key) => this[key] = value)
this.#collider = new Circle(this.pos, this.radius)
const geometry = new THREE.CircleGeometry(options.radius ?? 0)
this.#mesh = new THREE.Mesh(geometry)
}
get collider() { return this.#collider }
get game() { return this.#game }
get system() { return this.game?.system }
get mesh() { return this.#mesh }
get pos() { return this.#mesh.position }
get radius() { return this.#mesh.userData.radius }
get x() { return this.#mesh.position.x }
get y() { return this.#mesh.position.y }
set game(value) { this.#game = value }
set x(value) { this.#mesh.position.x = value }
set y(value) { this.#mesh.position.y = value }
set radius(value) {
this.#mesh.geometry = new THREE.CircleGeometry(value)
this.#mesh.userData.radius = value
}
moveAction(x, y) {
this.#dest = new Victor(x, y)
this.#dest = new THREE.Vector3(x, y, 0)
}
async takeStep() {
state() {
return {
...this,
pos: {
x: this.x,
y: this.y,
},
radius: this.radius,
}
}
teleport(x, y) {
this.#mesh.position.set(x, y, 0)
}
takeStep() {
const speed = this.speed / (this.game?.tickBudget ?? 1000)
if (this.#dest != null) {
this.pos.add(this.#dest.clone().subtract(this.pos).normalize().multiplyScalar(speed))
if (this.pos.clone().subtract(this.#dest).length() <= speed) {
this.pos = this.#dest
const fixedDest = new THREE.Vector3(
Math.min(Math.max(this.radius, this.#dest.x), this.game?.height ?? Infinity),
Math.min(Math.max(this.radius, this.#dest.y), this.game?.height ?? Infinity),
0,
)
this.pos.add(fixedDest.clone().sub(this.pos).normalize().multiplyScalar(speed))
if (this.pos.clone().sub(fixedDest).length() <= speed) {
this.pos.copy(fixedDest)
this.#dest = null
}
}
}
async updateCollider() {
if (this.pos.x != this.collider.pos.x || this.pos.y != this.collider.pos.y || this.radius != this.collider.unscaledRadius) {
this.system?.remove(this.#collider)
this.#collider = new Circle(this.pos, this.radius)
this.system?.insert(this.#collider)
}
}
async update() {
await Promise.allSettled([
this.updateCollider(),
this.takeStep(),
])
}