add homing projectiles

This commit is contained in:
2025-01-12 00:29:11 +09:00
parent 51b61ab449
commit 2eb914a680
3 changed files with 43 additions and 4 deletions
+27 -1
View File
@@ -4,7 +4,6 @@ import Projectile from './projectile.js'
export default class Ability {
static skillshot({ range, radius, speed, onCollide, after }) {
return function(x, y) {
console.log(this)
const projectile = new Projectile()
const destination = this.position.clone().add(new Vector2(x, y).sub(this.position).normalize().multiplyScalar(range))
projectile.owner = this.id
@@ -17,4 +16,31 @@ export default class Ability {
this.game?.spawnProjectile(projectile)
}
}
static homingProjectile({ range, radius, speed, onCollide, after }) {
return function(x, y) {
const cursor = new Vector2(x, y)
let closest = null
let distance = Infinity
this.game?.entities.filter((e) => e.id != this.id && e.position.clone().sub(this.position).length() < range).forEach((e) => {
const newDistance = e.position.clone().sub(cursor).length() < distance
if (newDistance < distance) {
closest = e
distance = newDistance
}
})
if (closest == null) { return } // TODO: refund
const projectile = new Projectile()
projectile.owner = this.id
projectile.position.copy(this.position)
projectile.homingTarget = closest
projectile.radius = radius
projectile.speed = speed
projectile.after = after
projectile.onCollide = onCollide
this.game?.spawnProjectile(projectile)
}
}
}
+1 -1
View File
@@ -12,7 +12,7 @@ export default class Entity {
health = 1
maxHealth = 1
abilities = [
() => {},
Ability.homingProjectile({ range: 600, radius: 3, speed: 500, onCollide: Effect.damage({ despawn: true }) }),
Ability.skillshot({ range: 800, radius: 5, speed: 3000, onCollide: Effect.damage({ despawn: true }) }),
() => {},
() => {},
+15 -2
View File
@@ -13,12 +13,25 @@ export default class Projectile {
#position = new Vector2()
#dest = null
#homingTarget = null
#game = null
get collider() {
return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
}
get homing() {
return !!this.#homingTarget
}
get destination() {
return this.#dest ?? this.#homingTarget?.position
}
set homingTarget(value) {
this.#homingTarget = value
}
constructor(...options) {
Object.entries(options).forEach((value, key) => this[key] = value)
}
@@ -43,7 +56,7 @@ export default class Projectile {
}
checkIfArrived() {
if (!this.#position.equals(this.#dest)) { return }
if (!this.#position.equals(this.destination)) { return }
if (this.after != null) {
this.after(this)
@@ -68,7 +81,7 @@ export default class Projectile {
takeStep() {
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
const destination = this.#dest
const destination = this.destination
const difference = destination.clone().sub(this.position)
const distance = difference.length()
const direction = difference.clone().normalize()