inflate ranges by entity radii

This commit is contained in:
2025-01-13 16:17:34 +09:00
parent 16429a6e1b
commit ffbc4d9803
4 changed files with 110 additions and 141 deletions
+35 -54
View File
@@ -5,65 +5,42 @@ import { Vector2 } from 'three'
export default class Projectile {
id = crypto.randomUUID()
after = null
speed = 1000
radius = 5
owner = null
onCollide = null
height = 50
onCollide = null
owner = null
position = new Vector2()
radius = 5
speed = 1000
#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 game() { return this.#game }
set game(value) { this.#game = value }
set destination(value) { this.#dest = value }
set homingTarget(value) { this.#homingTarget = value }
get destination() {
return this.#dest ?? this.#homingTarget?.position
}
set homingTarget(value) {
this.#homingTarget = value
}
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
}
get game() { return this.#game }
get position() { return this.#position }
get x() { return this.position.x }
get y() { return this.position.y }
set game(value) { this.#game = value }
set x(value) { this.position.x = value }
set y(value) { this.position.y = value }
set destination(value) { this.#dest = value }
set position(value) { this.#position = value }
checkCollisions() {
(this.game?.entities ?? []).filter((e) => e.id != this.id).forEach((e) => {
if (e.id == this.owner?.id) { return }
if (SATX.collideObject(this.collider, e.collider)) {
if (SATX.collideObject(this.collider(), e.collider)) {
this.onCollide(this, e)
}
})
}
checkIfArrived() {
if (!this.#position.equals(this.destination)) { return }
if (this.after != null) {
this.after(this, this.#homingTarget)
}
this.despawn()
collider() {
return new SAT.Circle(new SAT.Vector(this.x, this.y), this.radius)
}
despawn() {
@@ -73,28 +50,32 @@ export default class Projectile {
state() {
return {
...this,
position: {
x: this.x,
y: this.y,
},
}
}
takeStep() {
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
const destination = this.destination
const difference = destination.clone().sub(this.position)
const distance = difference.length()
const direction = difference.clone().normalize()
const stepTaken = this.position.clone().add(direction.multiplyScalar(speed))
const position = distance <= speed ? destination : stepTaken
this.position.copy(position)
update() {
this.#move()
if (this.onCollide != null) { this.checkCollisions() }
this.#checkIfArrived()
}
update() {
this.takeStep()
if (this.onCollide != null) { this.checkCollisions() }
this.checkIfArrived()
#checkIfArrived() {
if (!this.position.equals(this.destination)) { return }
if (this.after != null) {
this.after(this, this.#homingTarget)
}
this.despawn()
}
#move() {
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
if (this.position.distanceTo(this.destination) < speed) {
this.position.copy(this.destination)
}
const step = this.destination.clone().sub(this.position).normalize().multiplyScalar(speed)
this.position.add(step)
}
}