fix projectile colliders in movement

This commit is contained in:
2025-01-19 20:55:16 +09:00
parent 072204b902
commit e4f1fe19f4
6 changed files with 30 additions and 21 deletions
+6 -6
View File
@@ -93,16 +93,16 @@ export default class Projectile {
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 = this.collider()
colliders.filter((it) => SATX.collideObject(collider, it)).forEach((it) => this.#onCollide(this, it))
const colliding = bboxCheckedObstacles.filter((it) => it.colliders().some((c) => SATX.collideObject(collider, c)))
colliding.forEach((it) => this.#onCollide(this, it))
}
}
#move() {
if (this.destination == null) { return }
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
const speed = (this.speed / (this.game?.tickRate ?? 1))
const prevPos = this.position.clone()
if (this.position.distanceTo(this.destination) < speed) {
this.setPosition(this.destination)
@@ -113,13 +113,13 @@ export default class Projectile {
}
if (this.#onCollide != null) {
const bbox = Entity.tunnelBbox(position.x, position.y, destination.x, destination.y, this.radius)
const bbox = Entity.tunnelBbox(prevPos.x, prevPos.y, this.position.x, this.position.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))
const colliding = bboxCheckedObstacles.filter((it) => it.colliders().some((c) => SATX.collideObject(collider, c)))
colliding.sort((a, b) => a.distanceTo(prevPos) > b.distanceTo(prevPos)).forEach((it) => this.#onCollide(this, it))
}
}
}