add catching up mechanic for ticks

This commit is contained in:
2025-01-19 18:03:20 +09:00
parent 04cc3f951e
commit 072204b902
7 changed files with 51 additions and 27 deletions
+24 -11
View File
@@ -5,25 +5,35 @@ import Entity from './entity.js'
export default class Projectile {
id = crypto.randomUUID()
after = null // TODO: hide from reports but keep public
bbox = new Float32Array(4)
height = 50
memory = {} // TODO: hide from reports but keep public
onCollide = null // TODO: hide from reports but keep public
owner = null // TODO: only keep an ID
memory = {}
owner = null
position = new Vector2()
radius = 5
speed = 1000
visualRadius = null
#after = null
#dest = null
#homingTarget = null
#logic = null
#onCollide = null
#game = null
get after() { return this.#after }
get game() { return this.#game }
set game(value) { this.#game = value }
get homingTarget() { return this.#homingTarget }
get logic() { return this.#logic }
get onCollide() { return this.#onCollide }
set after(value) { this.#after = value }
set destination(value) { this.#dest = value }
set game(value) { this.#game = value }
set homingTarget(value) { this.#homingTarget = value }
set logic(value) { this.#logic = value }
set onCollide(value) { this.#onCollide = value }
get destination() {
return this.#dest ?? this.#homingTarget?.position
@@ -53,6 +63,9 @@ export default class Projectile {
this.#move()
this.#checkStationaryCollisions()
this.#checkIfArrived()
if (this.#logic != null) {
this.#logic()
}
}
#calculateBbox() {
@@ -66,15 +79,15 @@ export default class Projectile {
if (this.destination == null) { return }
if (!this.position.equals(this.destination)) { return }
if (this.after != null) {
this.after(this, this.#homingTarget)
if (this.#after != null) {
this.#after(this, this.#homingTarget)
}
this.despawn()
}
#checkStationaryCollisions() {
if (this.onCollide == null) { return }
if (this.#onCollide == null) { return }
const bbox = this.bbox
const entitiesAndTerrains = this.game?.entities ?? []
@@ -82,7 +95,7 @@ export default class Projectile {
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))
colliders.filter((it) => SATX.collideObject(collider, it)).forEach((it) => this.#onCollide(this, it))
}
}
@@ -99,14 +112,14 @@ export default class Projectile {
this.position.add(step)
}
if (this.onCollide != null) {
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))
colliders.filter((it) => SATX.collideObject(collider, it)).forEach((it) => this.#onCollide(this, it))
}
}
}