add terrain collision
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+26
-2
@@ -10,6 +10,9 @@ renderer.setAnimationLoop(render)
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camera.position.set(5, -12, 10)
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camera.rotation.set((60 / 180) * Math.PI, 0, 0)
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const entityMaterial = new THREE.MeshToonMaterial({ color: 0xffffff })
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const terrainMaterial = new THREE.MeshToonMaterial({ color: 0xffd700 })
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const minimapCamera = new THREE.OrthographicCamera(-5, 5, 5, -5)
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const minimapRenderer = new THREE.WebGLRenderer()
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@@ -18,6 +21,7 @@ minimapRenderer.setAnimationLoop(minimapRender)
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minimapCamera.position.set(5, 5, 10)
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const entities = {}
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const terrains = {}
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const geometry = new THREE.PlaneGeometry(0, 0)
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const material = new THREE.MeshToonMaterial({ color: 0x115011 })
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@@ -75,13 +79,13 @@ function connectWebSocket() {
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ground.position.set(state.width / 200, state.height / 200, 0)
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}
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for (const e of state.entities) {
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for (const e of state.entities ?? []) {
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let entity
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if (e.id in entities) {
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entity = entities[e.id]
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}
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else {
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entity = new THREE.Mesh(new THREE.SphereGeometry(e.radius / 100), new THREE.MeshToonMaterial({ color: 0xffffff }))
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entity = new THREE.Mesh(new THREE.SphereGeometry(e.radius / 100), entityMaterial)
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entity.userData.type = 'entity'
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entity.userData.id = e.id
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scene.add(entity)
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@@ -91,6 +95,26 @@ function connectWebSocket() {
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entity.position.set(e.position.x / 100, e.position.y / 100, e.radius / 100)
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}
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for (const t of state.terrains ?? []) {
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let terrain
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if (t.id in terrains) {
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terrain = terrains[t.id]
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}
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else {
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const vertices = t.relativeVertices
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const shape = new THREE.Shape()
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shape.moveTo(vertices.at(0).x / 100, vertices.at(0).y / 100)
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vertices.slice(1).forEach((v) => shape.lineTo(v.x / 100, v.y / 100))
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terrain = new THREE.Mesh(new THREE.ExtrudeGeometry(shape, { bevelEnabled: false, depth: 0.5 }), terrainMaterial)
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terrain.userData.type = 'terrain'
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terrain.userData.id = t.id
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scene.add(terrain)
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terrains[t.id] = terrain
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}
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terrain.position.set(t.position.x / 100, t.position.y / 100, 0)
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}
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document.getElementById('state').innerHTML = JSON.stringify(state, null, 2)
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}
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}
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+11
-4
@@ -28,15 +28,22 @@ export default class Entity {
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set y(value) { this.position.y = value }
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get collidables() {
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return this.game?.entities.filter((e) => e.id != this.id).map((e) => e.collider)
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const entityColliders = (this.game?.entities ?? []).filter((e) => e.id != this.id).map((e) => e.collider)
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const terrainColliders = (this.game?.terrains ?? []).map((t) => t.colliders).flat()
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return entityColliders.concat(terrainColliders)
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}
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get collider() {
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return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
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}
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isColliding(collider) {
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return SATX.colliding(this.collider, collider)
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get colliders() {
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return [this.collider]
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}
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isColliding(...colliders) {
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return SATX.collideObjects(this.collider, colliders)
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}
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moveAction(x, y) {
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@@ -71,7 +78,7 @@ export default class Entity {
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const position = distance <= speed ? fixedDest : stepTaken
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const collider = Entity.collider(position.x, position.y, this.radius)
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const isColliding = this.collidables.some((c) => SATX.colliding(collider, c))
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const isColliding = SATX.collideObjects(collider, this.collidables)
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if (!isColliding) {
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this.position.copy(position)
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+7
-11
@@ -42,25 +42,21 @@ app.listen(port, () => {
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const entity1 = new Entity()
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entity1.id = '1'
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entity1.teleport(100, 100)
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entity1.radius = 35
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entity1.teleport(350, 500)
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entity1.radius = 50
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game.spawn_entity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.teleport(200, 100)
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entity2.teleport(800, 100)
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entity2.radius = 35
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game.spawn_entity(entity2)
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const vertices = [
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{ x: 0, y: 0 },
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{ x: 20, y: 0 },
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{ x: 20, y: 20 },
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{ x: 10, y: 20 },
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{ x: 10, y: 5 },
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{ x: 5, y: 5 },
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{ x: 5, y: 20 },
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{ x: 0, y: 20 },
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{ x: 400, y: 400 },
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{ x: 600, y: 400 },
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{ x: 600, y: 600 },
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{ x: 400, y: 600 },
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]
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const terrain1 = new Terrain(vertices)
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+5
-1
@@ -1,7 +1,7 @@
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import SAT from 'sat'
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export default class SATX {
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static colliding(collider1, collider2) {
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static collideObject(collider1, collider2) {
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if (collider1 instanceof SAT.Circle && collider2 instanceof SAT.Circle) {
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return SAT.testCircleCircle(collider1, collider2)
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}
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@@ -20,4 +20,8 @@ export default class SATX {
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return false
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}
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static collideObjects(collider1, colliders) {
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return colliders.some((c) => this.collideObject(collider1, c))
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}
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}
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+2
-6
@@ -23,10 +23,6 @@ export default class Terrain {
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state() {
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return {
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...this,
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position: {
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x: this.x,
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y: this.y,
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},
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}
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}
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@@ -41,8 +37,8 @@ export default class Terrain {
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const indicesToPolygon = (indices) => {
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const satPoints = [
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new SAT.Vector(...points.shape[indices[0]].toArray()),
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new SAT.Vector(...points.shape[indices[1]].toArray()),
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new SAT.Vector(...points.shape[indices[2]].toArray()),
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new SAT.Vector(...points.shape[indices[1]].clone().sub(points.shape[indices[0]]).toArray()),
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new SAT.Vector(...points.shape[indices[2]].clone().sub(points.shape[indices[0]]).toArray()),
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]
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return new SAT.Polygon(satPoints[0], [new SAT.Vector(), satPoints[1], satPoints[2]])
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