add skillshots
This commit is contained in:
@@ -0,0 +1,20 @@
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import { Vector2 } from 'three'
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import Projectile from './projectile.js'
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export default class Ability {
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static skillshot({ range, radius, speed, onCollide, after }) {
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return function(x, y) {
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console.log(this)
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const projectile = new Projectile()
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const destination = this.position.clone().add(new Vector2(x, y).sub(this.position).normalize().multiplyScalar(range))
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projectile.owner = this.id
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projectile.position.copy(this.position)
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projectile.destination = destination
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projectile.radius = radius
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projectile.speed = speed
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projectile.after = after
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projectile.onCollide = onCollide
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this.game?.spawnProjectile(projectile)
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}
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}
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}
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@@ -0,0 +1,10 @@
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export default class Effect {
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static damage({ despawn }) {
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return function(projectile, entity) {
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entity.health -= 10
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if (despawn) {
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projectile.despawn()
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}
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}
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}
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}
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+20
-2
@@ -2,6 +2,8 @@ import { Vector2 } from 'three'
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import SAT from 'sat'
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import SATX from './satx.js'
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import Pathfind from './pathfind.js'
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import Ability from './ability.js'
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import Effect from './effect.js'
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export default class Entity {
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id = crypto.randomUUID()
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@@ -9,6 +11,13 @@ export default class Entity {
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radius = 0
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health = 1
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maxHealth = 1
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abilities = [
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() => {},
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Ability.skillshot({ range: 800, radius: 5, speed: 3000, onCollide: Effect.damage({ despawn: true }) }),
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() => {},
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() => {},
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() => {},
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]
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#position = new Vector2()
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#dest = null
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@@ -59,6 +68,10 @@ export default class Entity {
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])
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}
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castAction(slot, x, y) {
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this.abilities[slot].bind(this)(x, y)
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}
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collidables() {
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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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@@ -74,6 +87,10 @@ export default class Entity {
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return entityColliders.concat(terrainColliders)
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}
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despawn() {
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this.game?.despawn(this)
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}
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fixPosition() {
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this.#position = SATX.fixCollisions(this.#position, this.collidables(), this.radius, this.game?.width, this.game?.height)
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}
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@@ -122,8 +139,9 @@ export default class Entity {
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if (this.#path.length > 0) {
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const destination = this.#path.at(0)
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const distance = this.position.clone().sub(destination).length()
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const direction = destination.clone().sub(this.position).normalize()
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const difference = destination.clone().sub(this.position)
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const distance = difference.length()
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const direction = difference.clone().normalize()
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const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
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const position = distance <= speed ? destination : stepTaken
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+39
-8
@@ -1,4 +1,7 @@
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import { EventEmitter } from 'node:events'
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import Entity from './entity.js'
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import Terrain from './terrain.js'
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import Projectile from './projectile.js'
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export default class Game {
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tickRate = 30
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@@ -8,11 +11,13 @@ export default class Game {
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#entities = []
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#eventEmitter = new EventEmitter()
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#projectiles = []
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#terrains = []
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#tickBudget = Math.floor(1000 / this.tickRate)
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get entities() { return this.#entities }
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get eventEmitter() { return this.#eventEmitter }
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get projectiles() { return this.#projectiles }
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get terrains() { return this.#terrains }
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get tickBudget() { return this.#tickBudget }
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@@ -20,29 +25,54 @@ export default class Game {
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return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
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}
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spawn_entity(entity) {
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this.#entities.push(entity)
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entity.game = this
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addTerrain(terrain) {
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this.#terrains.push(terrain)
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}
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despawn(entity) {
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despawn(object) {
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if (object instanceof Entity) { this.despawnEntity(object) }
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else if (object instanceof Terrain) { this.removeTerrain(object) }
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else if (object instanceof Projectile) { this.despawnProjectile(object) }
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else { console.error({ error: { reason: 'Can\'t despawn object', object } }) }
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}
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despawnEntity(entity) {
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this.#entities = this.#entities.filter((e) => e.id != entity.id)
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entity.game = null
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}
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add_terrain(terrain) {
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this.#terrains.push(terrain)
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despawnProjectile(projectile) {
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this.#projectiles = this.#projectiles.filter((p) => p.id != projectile.id)
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projectile.game = null
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}
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remove_terrain(terrain) {
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removeTerrain(terrain) {
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this.#terrains = this.#terrains.filter((t) => t.id != terrain.id)
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}
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spawn(object) {
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if (object instanceof Entity) { this.spawnEntity(object) }
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else if (object instanceof Terrain) { this.addTerrain(object) }
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else if (object instanceof Projectile) { this.spawnProjectile(object) }
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else { console.error({ error: { reason: 'Can\'t spawn object', object } }) }
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}
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spawnEntity(entity) {
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this.#entities.push(entity)
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entity.game = this
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}
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spawnProjectile(projectile) {
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this.#projectiles.push(projectile)
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projectile.game = this
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}
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state() {
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return {
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...this,
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entities: this.#entities.map((e) => e.state()),
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terrains: this.#terrains.map((t) => t.state()),
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projectiles: this.#projectiles.map((p) => p.state()),
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}
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}
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@@ -53,7 +83,8 @@ export default class Game {
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}
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update() {
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this.#entities.map((e) => e.update())
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this.#entities.forEach((e) => e.update())
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this.#projectiles.forEach((p) => p.update())
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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+16
-11
@@ -41,6 +41,10 @@ app.ws('/ws', async (req, res) => {
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if (message.action == 'move') {
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entity.moveAction(message.x, message.y)
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}
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if (message.action == 'cast') {
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entity.castAction(message.slot, message.x, message.y)
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}
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})
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})
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@@ -51,7 +55,7 @@ function testScenario() {
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entity1.radius = 50
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entity1.maxHealth = 100
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entity1.health = 80
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game.spawn_entity(entity1)
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game.spawnEntity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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@@ -59,7 +63,7 @@ function testScenario() {
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entity2.radius = 50
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entity2.maxHealth = 50
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entity2.health = 50
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game.spawn_entity(entity2)
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game.spawnEntity(entity2)
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const horseshoe = new Terrain([
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{ x: 400, y: 200 },
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@@ -73,7 +77,7 @@ function testScenario() {
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{ x: 400, y: 300 },
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])
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horseshoe.id = 'horseshoe'
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game.add_terrain(horseshoe)
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game.addTerrain(horseshoe)
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const stopsign = new Terrain([
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{ x: 800, y: 800 },
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@@ -87,7 +91,7 @@ function testScenario() {
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{ x: 700, y: 800 },
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])
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stopsign.id = 'stopsign'
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game.add_terrain(stopsign)
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game.addTerrain(stopsign)
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const box = new Terrain([
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{ x: 1200, y: 700 },
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@@ -96,7 +100,7 @@ function testScenario() {
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{ x: 1300, y: 700 },
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])
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box.id = 'box'
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game.add_terrain(box)
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game.addTerrain(box)
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const diamond = new Terrain([
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{ x: 1000, y: 300 },
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@@ -105,7 +109,7 @@ function testScenario() {
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{ x: 900, y: 400 },
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])
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diamond.id = 'diamond'
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game.add_terrain(diamond)
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game.addTerrain(diamond)
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const pole = new Terrain([
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{ x: 400, y: 1000 },
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@@ -114,7 +118,7 @@ function testScenario() {
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{ x: 400, y: 1010 },
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])
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pole.id = 'pole'
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game.add_terrain(pole)
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game.addTerrain(pole)
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}
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function laneScenario() {
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@@ -124,7 +128,7 @@ function laneScenario() {
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entity1.radius = 50
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entity1.maxHealth = 100
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entity1.health = 100
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game.spawn_entity(entity1)
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game.spawnEntity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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@@ -132,7 +136,7 @@ function laneScenario() {
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entity2.radius = 50
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entity2.maxHealth = 100
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entity2.health = 100
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game.spawn_entity(entity2)
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game.spawnEntity(entity2)
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const midWallStart = new Vector2(400, 400)
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const midWallEnd = new Vector2(1600, 1600)
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@@ -151,19 +155,20 @@ function laneScenario() {
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const midNorthWallPoints = midWallPoints.map((p) => p.clone().add(midNorthWallOffset))
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const midNorthWall = new Terrain(midNorthWallPoints)
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midNorthWall.id = 'midNorthWall'
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game.add_terrain(midNorthWall)
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game.addTerrain(midNorthWall)
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const midSouthWallOffset = new Vector2(200, -200)
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const midSouthWallPoints = midWallPoints.map((p) => p.clone().add(midSouthWallOffset))
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const midSouthWall = new Terrain(midSouthWallPoints)
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midSouthWall.id = 'midSouthWall'
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game.add_terrain(midSouthWall)
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game.addTerrain(midSouthWall)
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}
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app.listen(port, () => {
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console.log(`Server started! Visit http://localhost:${port}`)
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laneScenario()
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game.entities[0].castAction(1, 2000, 2000)
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game.start()
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})
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@@ -0,0 +1,86 @@
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import SAT from 'sat'
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import SATX from './satx.js'
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import { Vector2 } from 'three'
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export default class Projectile {
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id = crypto.randomUUID()
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after = null
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speed = 1000
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radius = 5
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owner = null
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onCollide = null
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visualHeight = 50
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#position = new Vector2()
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#dest = null
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#game = null
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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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constructor(...options) {
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Object.entries(options).forEach((value, key) => this[key] = value)
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}
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get game() { return this.#game }
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get position() { return this.#position }
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get x() { return this.position.x }
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get y() { return this.position.y }
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set game(value) { this.#game = value }
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set x(value) { this.position.x = value }
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set y(value) { this.position.y = value }
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set destination(value) { this.#dest = value }
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checkCollisions() {
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(this.game?.entities ?? []).filter((e) => e.id != this.id).forEach((e) => {
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if (e.id == this.owner) { return }
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if (SATX.collideObject(this.collider, e.collider)) {
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this.onCollide(this, e)
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}
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})
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}
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checkIfArrived() {
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if (!this.#position.equals(this.#dest)) { return }
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if (this.after != null) {
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this.after(this)
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}
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this.despawn()
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}
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despawn() {
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this.game?.despawn(this)
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}
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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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takeStep() {
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const speed = (this.speed / (this.game?.tickBudget ?? 1000))
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const destination = this.#dest
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const difference = destination.clone().sub(this.position)
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const distance = difference.length()
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const direction = difference.clone().normalize()
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const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
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const position = distance <= speed ? destination : stepTaken
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this.position.copy(position)
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}
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update() {
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this.takeStep()
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if (this.onCollide != null) { this.checkCollisions() }
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this.checkIfArrived()
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}
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}
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