fix pathfinding issues
This commit is contained in:
@@ -6,11 +6,14 @@ const scene = new THREE.Scene()
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const raycaster = new THREE.Raycaster()
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const camera = new THREE.PerspectiveCamera(30, window.innerWidth / window.innerHeight, 0.1, 1000)
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const renderer = new THREE.WebGLRenderer()
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const backgroundColor = new THREE.Color().setHex(0x112233)
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scene.background = backgroundColor
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renderer.setSize(window.innerWidth, window.innerHeight)
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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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camera.layers.enable(1)
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camera.layers.enable(2)
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const entityMaterial = new THREE.MeshToonMaterial({ color: 0xffffff })
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const projectileMaterial = new THREE.MeshToonMaterial({ color: 0xff00ff })
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@@ -159,6 +162,10 @@ 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 Object.values(entities)) {
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e.userData.flaggedForRemoval = true
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}
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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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@@ -190,6 +197,7 @@ function connectWebSocket() {
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entities[e.id] = entity
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}
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entity.userData.flaggedForRemoval = false
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positionTweens[entity.id] = new Tween(entity.position).to({ x: e.position.x / 100, y: e.position.y / 100, z: e.radius / 100 }, tweenDuration).start()
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const hp = entity.children.at(0).children.at(0)
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@@ -198,6 +206,14 @@ function connectWebSocket() {
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hp.position.x = -(1 - percentageHp) / 2
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}
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for (const e of Object.values(entities)) {
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if (e.userData.flaggedForRemoval) {
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scene.remove(e)
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delete entities[e.userData.id]
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delete positionTweens[e.userData.id]
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}
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}
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for (const p of Object.values(projectiles)) {
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p.userData.flaggedForRemoval = true
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}
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@@ -212,6 +228,7 @@ function connectWebSocket() {
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projectile.userData.type = 'projectile'
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projectile.userData.id = p.id
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projectile.position.set(p.position.x / 100, p.position.y / 100, p.visualHeight / 100)
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projectile.layers.set(2)
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scene.add(projectile)
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projectiles[p.id] = projectile
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+67
-12
@@ -28,7 +28,7 @@ export default class Ability {
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id: 'straight_shot',
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name: 'Straight Shot',
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castTime: 0.1,
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cooldown: 7,
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cooldown: 1,
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damage: 10,
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radius: 7,
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range: 800,
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@@ -54,20 +54,20 @@ export default class Ability {
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},
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})
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static basicAttack = new Ability({
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id: 'basic_attack',
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name: 'Basic Attack',
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static rangedAttack = new Ability({
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id: 'ranged_attack',
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name: 'Ranged Attack',
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castTime: 0.25,
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cooldown: 1.25,
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damage: 5,
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radius: 5,
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range: 600,
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range: 500,
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speed: 600,
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effect: function basicAttackEffect(caster, cursor) {
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effect: function rangedAttackEffect(caster, cursor) {
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const ability = this
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let closest = null
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let distance = Infinity
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caster.game?.entities.filter((e) => e.id != caster.id && e.position.clone().sub(caster.position).length() < ability.range).forEach((e) => {
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caster.game?.entities.filter((e) => e.team != caster.team && e.position.clone().sub(caster.position).length() < ability.range).forEach((e) => {
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const newDistance = e.position.clone().sub(cursor).length() < distance
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if (newDistance < distance) {
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closest = e
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@@ -77,12 +77,12 @@ export default class Ability {
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if (closest == null) { return }
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const basicAttackAfter = function basicAttackAfter() {
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const rangedAttackAfter = function rangedAttackAfter() {
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closest.damage(ability.damage)
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}
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const projectile = new Projectile({
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after: basicAttackAfter,
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after: rangedAttackAfter,
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homingTarget: closest,
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owner: caster,
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position: caster.position.clone(),
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@@ -95,12 +95,67 @@ export default class Ability {
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},
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})
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static meleeAttack = new Ability({
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id: 'melee_attack',
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name: 'Melee Attack',
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castTime: 0.1,
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cooldown: 1.75,
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damage: 10,
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radius: 5,
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range: 100,
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effect: function meleeAttackEffect(caster, cursor) {
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const ability = this
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let closest = null
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let distance = Infinity
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caster.game?.entities.filter((e) => e.team != caster.team && e.position.clone().sub(caster.position).length() < ability.range).forEach((e) => {
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const newDistance = e.position.clone().sub(cursor).length() < distance
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if (newDistance < distance) {
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closest = e
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distance = newDistance
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}
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})
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if (closest == null) { return }
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closest.damage(ability.damage)
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caster.cooldown(ability.id)
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},
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})
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static shieldThrow = new Ability({
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id: 'shield_throw',
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name: 'Shield Throw',
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castTime: 0.1,
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cooldown: 7,
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effect: function shieldThrowEffect(caster, cursor) { },
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castTime: 0.15,
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cooldown: 5,
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radius: 20,
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range: 1000,
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speed: 2000,
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effect: function shieldThrowEffect(caster, cursor) {
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const ability = this
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const shieldThrowReturn = function shieldThrowReturn(projectile, homingTarget) {
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const returnProjectile = new Projectile({
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owner: caster,
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position: projectile.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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homingTarget: caster,
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})
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caster.game?.spawnProjectile(returnProjectile)
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}
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const projectile = new Projectile({
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after: shieldThrowReturn,
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owner: caster,
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position: caster.position.clone(),
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radius: ability.radius,
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speed: ability.speed,
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})
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projectile.destination = caster.position.clone().add(cursor.clone().sub(caster.position).normalize().multiplyScalar(ability.range))
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caster.game?.spawnProjectile(projectile)
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caster.cooldown(ability.id)
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},
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})
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static blink = new Ability({
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+44
-37
@@ -3,6 +3,7 @@ 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 Team from './team.js'
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export default class Entity {
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id = crypto.randomUUID()
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@@ -11,21 +12,23 @@ export default class Entity {
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health = 1
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maxHealth = 1
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abilities = [
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Ability.basicAttack,
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Ability.rangedAttack,
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Ability.straightShot,
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Ability.shieldThrow,
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Ability.blink,
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]
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casting = null
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// TODO: teams
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team = Team.neutral
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cooldowns = {}
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#attack = false
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#position = new Vector2()
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#dest = null
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#game = null
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#logic = null
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#path = []
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#position = new Vector2()
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#scheduledPathfinding = null
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static collider(x, y, radius) {
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return new SAT.Circle(new SAT.Vector(x, y), radius)
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@@ -35,11 +38,19 @@ export default class Entity {
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Object.entries(options).forEach(([key, value]) => this[key] = value)
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}
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get destination() { return this.#dest }
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get logic() { return this.#logic }
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get game() { return this.#game }
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get position() { return this.#position }
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get scheduledPathfinding() { return this.#scheduledPathfinding }
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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 destination(value) { this.#dest = value }
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set logic(value) { this.#logic = value }
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set game(value) { this.#game = value }
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set position(value) { this.#position = value }
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set scheduledPathfinding(value) { this.#scheduledPathfinding = 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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@@ -123,20 +134,6 @@ export default class Entity {
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this.#attack = false
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}
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autoAttack() {
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if (!this.#attack) { return false }
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if (this.game?.entities.some((e) => e.id != this.id && e.position.clone().sub(this.position).length() < this.abilities[0].range)) {
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const cooldown = this.game?.secToTick(this.abilities[0].cooldown) ?? 0
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const lastCast = this.cooldowns[this.abilities[0].id]
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) { return false }
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const target = this.#dest ?? this.position
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this.castAction(0, target.x, target.y, false)
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}
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}
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cast() {
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if (this.casting == null) {
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return false
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@@ -209,28 +206,50 @@ export default class Entity {
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this.fixPosition()
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}
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// TODO: unset destination on teleports, etc.
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// TODO: recalculate path on obstructions (currently next waypoint is used)
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takeStep(distanceTraveled = 0) {
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if (this.casting != null) { return false }
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const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
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if (this.#attack && this.game?.entities.some((e) => e.team != this.team && e.position.clone().sub(this.position).length() < this.abilities[0].range)) {
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const cooldown = this.game?.secToTick(this.abilities[0].cooldown) ?? 0
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const lastCast = this.cooldowns[this.abilities[0].id]
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const timestamp = this.game?.currentTick ?? 0
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if (lastCast != null && lastCast + cooldown > timestamp) { return false }
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const target = this.#dest ?? this.position
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this.castAction(0, target.x, target.y, false)
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return true
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}
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if (this.#dest == null) { return false }
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const collidables = this.collidables()
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if (this.#dest != null) {
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const fixedDest = SATX.clamp(SATX.fixCollisions(this.#dest, collidables, this.radius), this.game?.width, this.game?.height, this.radius)
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const tunnel = SATX.entityTunnel(this.#position.x, this.#position.y, fixedDest.x, fixedDest.y, this.radius)
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const destinationInLineOfSight = !SATX.collideObjects(tunnel, collidables)
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if (this.#path.length > 0) {
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if (!destinationInLineOfSight) {
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this.#path = []
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}
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}
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if (this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) {
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// console.time('pathfinding')
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if (destinationInLineOfSight) {
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this.#path = [fixedDest]
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}
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}
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if ((this.#path.length < 1 || !this.#path.at(-1).equals(fixedDest)) && (!this.#scheduledPathfinding || this.game?.currentTick % this.game?.tickRate == this.#scheduledPathfinding)) {
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const start = SATX.vectorToFloat32Array(this.position)
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const goal = SATX.vectorToFloat32Array(fixedDest)
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const nonUniqueWaypoints = this.waypoints().map((w) => SATX.vectorToFloat32Array(w)).concat([start, goal])
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const waypoints = Pathfind.uniqueWaypoints(nonUniqueWaypoints)
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const graph = Pathfind.buildGraph(waypoints, collidables, this.radius)
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this.#path = Pathfind.shortestPath(graph, start, goal).map((waypoint) => new Vector2(waypoint[0], waypoint[1]))
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// console.timeEnd('pathfinding')
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}
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if (this.#path.length > 0) {
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const speed = (this.speed / (this.game?.tickBudget ?? 1000)) - distanceTraveled
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const destination = this.#path.at(0)
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const difference = destination.clone().sub(this.position)
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const distance = difference.length()
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@@ -256,25 +275,13 @@ export default class Entity {
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}
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}
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}
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}
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update() {
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this.cast()
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this.takeStep()
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this.fixPosition()
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this.autoAttack()
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// TODO: proper death and respawn
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if (this.health <= 0) {
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if (this.id == '1' || this.id == '2') {
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this.health = this.maxHealth
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if (this.id == '1') {
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this.teleport(new Vector2(200, 200))
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}
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if (this.id == '2') {
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this.teleport(new Vector2(1800, 1800))
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}
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}
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if (this.#logic != null) {
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this.#logic()
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}
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}
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@@ -11,17 +11,20 @@ export default class Game {
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running = false
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nextTick = 0
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#logic = null
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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 = 1000 / this.tickRate
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get logic() { return this.#logic }
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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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set logic(value) { this.#logic = value }
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get unadjustedWaypoints() {
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return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
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@@ -104,6 +107,10 @@ export default class Game {
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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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if (this.#logic != null) {
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this.#logic()
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}
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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+215
-79
@@ -4,6 +4,8 @@ import Game from './game.js'
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import Entity from './entity.js'
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import Terrain from './terrain.js'
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import { Vector2 } from 'three'
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import Team from './team.js'
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import Ability from './ability.js'
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const app = new WebSocketExpress()
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const port = 1280
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@@ -60,94 +62,100 @@ app.ws('/ws', async (req, res) => {
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})
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})
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function testScenario() {
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const entity1 = new Entity()
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entity1.id = '1'
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entity1.teleport(new Vector2(200, 500))
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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.spawnEntity(entity1)
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// function testScenario() {
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// const entity1 = new Entity()
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// entity1.id = '1'
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// entity1.teleport(new Vector2(200, 500))
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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.spawnEntity(entity1)
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const entity2 = new Entity()
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entity2.id = '2'
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entity2.teleport(new Vector2(110, 110))
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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.spawnEntity(entity2)
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// const entity2 = new Entity()
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// entity2.id = '2'
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// entity2.teleport(new Vector2(110, 110))
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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.spawnEntity(entity2)
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const horseshoe = new Terrain([
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{ x: 400, y: 200 },
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{ x: 600, y: 200 },
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{ x: 700, y: 300 },
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{ x: 650, y: 600 },
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{ x: 400, y: 600 },
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{ x: 400, y: 450 },
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{ x: 600, y: 500 },
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{ x: 600, y: 300 },
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{ x: 400, y: 300 },
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])
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horseshoe.id = 'horseshoe'
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game.addTerrain(horseshoe)
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// const horseshoe = new Terrain([
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// { x: 400, y: 200 },
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// { x: 600, y: 200 },
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// { x: 700, y: 300 },
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// { x: 650, y: 600 },
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// { x: 400, y: 600 },
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// { x: 400, y: 450 },
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// { x: 600, y: 500 },
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// { x: 600, y: 300 },
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// { x: 400, y: 300 },
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// ])
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// horseshoe.id = '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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{ x: 900, y: 900 },
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{ x: 900, y: 1000 },
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{ x: 800, y: 1100 },
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{ x: 800, y: 1100 },
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{ x: 700, y: 1100 },
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{ x: 600, y: 1000 },
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{ x: 600, y: 900 },
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{ x: 700, y: 800 },
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])
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stopsign.id = 'stopsign'
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game.addTerrain(stopsign)
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// const stopsign = new Terrain([
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// { x: 800, y: 800 },
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// { x: 900, y: 900 },
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// { x: 900, y: 1000 },
|
||||
// { x: 800, y: 1100 },
|
||||
// { x: 800, y: 1100 },
|
||||
// { x: 700, y: 1100 },
|
||||
// { x: 600, y: 1000 },
|
||||
// { x: 600, y: 900 },
|
||||
// { x: 700, y: 800 },
|
||||
// ])
|
||||
// stopsign.id = 'stopsign'
|
||||
// game.addTerrain(stopsign)
|
||||
|
||||
const box = new Terrain([
|
||||
{ x: 1200, y: 700 },
|
||||
{ x: 1200, y: 800 },
|
||||
{ x: 1300, y: 800 },
|
||||
{ x: 1300, y: 700 },
|
||||
])
|
||||
box.id = 'box'
|
||||
game.addTerrain(box)
|
||||
// const box = new Terrain([
|
||||
// { x: 1200, y: 700 },
|
||||
// { x: 1200, y: 800 },
|
||||
// { x: 1300, y: 800 },
|
||||
// { x: 1300, y: 700 },
|
||||
// ])
|
||||
// box.id = 'box'
|
||||
// game.addTerrain(box)
|
||||
|
||||
const diamond = new Terrain([
|
||||
{ x: 1000, y: 300 },
|
||||
{ x: 1100, y: 400 },
|
||||
{ x: 1000, y: 500 },
|
||||
{ x: 900, y: 400 },
|
||||
])
|
||||
diamond.id = 'diamond'
|
||||
game.addTerrain(diamond)
|
||||
// const diamond = new Terrain([
|
||||
// { x: 1000, y: 300 },
|
||||
// { x: 1100, y: 400 },
|
||||
// { x: 1000, y: 500 },
|
||||
// { x: 900, y: 400 },
|
||||
// ])
|
||||
// diamond.id = 'diamond'
|
||||
// game.addTerrain(diamond)
|
||||
|
||||
const pole = new Terrain([
|
||||
{ x: 400, y: 1000 },
|
||||
{ x: 410, y: 1000 },
|
||||
{ x: 410, y: 1010 },
|
||||
{ x: 400, y: 1010 },
|
||||
])
|
||||
pole.id = 'pole'
|
||||
game.addTerrain(pole)
|
||||
}
|
||||
// const pole = new Terrain([
|
||||
// { x: 400, y: 1000 },
|
||||
// { x: 410, y: 1000 },
|
||||
// { x: 410, y: 1010 },
|
||||
// { x: 400, y: 1010 },
|
||||
// ])
|
||||
// pole.id = 'pole'
|
||||
// game.addTerrain(pole)
|
||||
// }
|
||||
|
||||
function laneScenario() {
|
||||
const entity1 = new Entity()
|
||||
entity1.id = '1'
|
||||
entity1.teleport(new Vector2(200, 200))
|
||||
entity1.radius = 50
|
||||
entity1.maxHealth = 100
|
||||
entity1.health = 100
|
||||
const entity1 = new Entity({
|
||||
id: '1',
|
||||
health: 100,
|
||||
maxHealth: 100,
|
||||
position: new Vector2(500, 150),
|
||||
radius: 50,
|
||||
team: Team.blue,
|
||||
})
|
||||
|
||||
game.spawnEntity(entity1)
|
||||
|
||||
const entity2 = new Entity()
|
||||
entity2.id = '2'
|
||||
entity2.teleport(new Vector2(1800, 1800))
|
||||
entity2.radius = 50
|
||||
entity2.maxHealth = 100
|
||||
entity2.health = 100
|
||||
const entity2 = new Entity({
|
||||
id: '2',
|
||||
health: 100,
|
||||
maxHealth: 100,
|
||||
position: new Vector2(1600, 1800),
|
||||
radius: 50,
|
||||
team: Team.red,
|
||||
})
|
||||
|
||||
game.spawnEntity(entity2)
|
||||
|
||||
const midWallStart = new Vector2(400, 400)
|
||||
@@ -174,13 +182,141 @@ function laneScenario() {
|
||||
const midSouthWall = new Terrain(midSouthWallPoints)
|
||||
midSouthWall.id = 'midSouthWall'
|
||||
game.addTerrain(midSouthWall)
|
||||
|
||||
// TODO: proper death and respawn
|
||||
const playerLogic = function playerLogic() {
|
||||
const entity = this
|
||||
if (entity.health <= 0) {
|
||||
if (entity.id == '1' || entity.id == '2') {
|
||||
entity.health = entity.maxHealth
|
||||
if (entity.id == '1') {
|
||||
entity.teleport(new Vector2(500, 150))
|
||||
}
|
||||
if (entity.id == '2') {
|
||||
entity.teleport(new Vector2(1600, 1800))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
entity1.logic = playerLogic
|
||||
entity2.logic = playerLogic
|
||||
|
||||
const blueMinionLogic = function minionLogic() {
|
||||
const entity = this
|
||||
let goal = new Vector2(1900, 1900)
|
||||
if (entity.position.x < 800 || entity.position.y < 1100) {
|
||||
goal = new Vector2(850, 1150)
|
||||
}
|
||||
|
||||
const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(75)
|
||||
const subGoal = entity.position.clone().add(direction)
|
||||
// console.log(subGoal)
|
||||
entity.attackAction(subGoal.x, subGoal.y)
|
||||
|
||||
if (entity.health <= 0) {
|
||||
entity.despawn()
|
||||
}
|
||||
}
|
||||
|
||||
const redMinionLogic = function minionLogic() {
|
||||
const entity = this
|
||||
let goal = new Vector2(100, 100)
|
||||
if (entity.position.x > 900 || entity.position.y > 1200) {
|
||||
goal = new Vector2(850, 1150)
|
||||
}
|
||||
|
||||
const direction = goal.clone().sub(entity.position).normalize().multiplyScalar(75)
|
||||
const subGoal = entity.position.clone().add(direction)
|
||||
entity.attackAction(subGoal.x, subGoal.y)
|
||||
|
||||
if (entity.health <= 0) {
|
||||
entity.despawn()
|
||||
}
|
||||
}
|
||||
|
||||
const minionTemplate = {
|
||||
health: 20,
|
||||
maxHealth: 20,
|
||||
radius: 30,
|
||||
speed: 300,
|
||||
}
|
||||
|
||||
const gameLogic = function gameLogic() {
|
||||
const game = this
|
||||
|
||||
const blueMinion = new Entity({
|
||||
...minionTemplate,
|
||||
logic: blueMinionLogic,
|
||||
team: Team.blue,
|
||||
position: new Vector2(200, 200),
|
||||
})
|
||||
// blueMinion.scheduledPathfinding = game.entities.length % game.tickRate
|
||||
|
||||
const blueMeleeMinion = new Entity({
|
||||
...minionTemplate,
|
||||
logic: blueMinionLogic,
|
||||
team: Team.blue,
|
||||
position: new Vector2(200, 200),
|
||||
})
|
||||
blueMeleeMinion.abilities[0] = Ability.meleeAttack
|
||||
|
||||
const redMinion = new Entity({
|
||||
...minionTemplate,
|
||||
logic: redMinionLogic,
|
||||
team: Team.red,
|
||||
position: new Vector2(1800, 1800),
|
||||
})
|
||||
// redMinion.scheduledPathfinding = game.entities.length % game.tickRate
|
||||
|
||||
const redMeleeMinion = new Entity({
|
||||
...minionTemplate,
|
||||
logic: redMinionLogic,
|
||||
team: Team.red,
|
||||
position: new Vector2(1800, 1800),
|
||||
})
|
||||
redMeleeMinion.abilities[0] = Ability.meleeAttack
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (0 * game.tickRate)) {
|
||||
game.spawnEntity(blueMeleeMinion)
|
||||
game.spawnEntity(redMeleeMinion)
|
||||
}
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (1 * game.tickRate)) {
|
||||
game.spawnEntity(blueMeleeMinion)
|
||||
game.spawnEntity(redMeleeMinion)
|
||||
}
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (2 * game.tickRate)) {
|
||||
game.spawnEntity(blueMeleeMinion)
|
||||
game.spawnEntity(redMeleeMinion)
|
||||
}
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (3 * game.tickRate)) {
|
||||
game.spawnEntity(blueMinion)
|
||||
game.spawnEntity(redMinion)
|
||||
}
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (4 * game.tickRate)) {
|
||||
game.spawnEntity(blueMinion)
|
||||
game.spawnEntity(redMinion)
|
||||
}
|
||||
|
||||
if (game.currentTick % (30 * game.tickRate) == (5 * game.tickRate)) {
|
||||
game.spawnEntity(blueMinion)
|
||||
game.spawnEntity(redMinion)
|
||||
}
|
||||
}
|
||||
|
||||
entity2.attackAction(1600, 1800)
|
||||
entity1.attackAction(500, 150)
|
||||
game.logic = gameLogic
|
||||
}
|
||||
|
||||
app.listen(port, () => {
|
||||
console.log(`Server started! Visit http://localhost:${port}`)
|
||||
|
||||
laneScenario()
|
||||
game.entities[0].castAction(3, 2000, 2000)
|
||||
|
||||
game.start()
|
||||
})
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
export default class Team {
|
||||
static neutral = 'neutral'
|
||||
static blue = 'blue'
|
||||
static red = 'red'
|
||||
}
|
||||
Reference in New Issue
Block a user