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instructions-clear/src/projectile.js
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JavaScript

import { Vector2 } from 'three'
import SAT from 'sat'
import SATX from './satx.js'
export default class Projectile {
id = crypto.randomUUID()
after = null
height = 50
memory = {}
onCollide = null
owner = null
position = new Vector2()
radius = 5
speed = 1000
visualRadius = null
#dest = null
#homingTarget = null
#game = null
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
}
constructor(options = {}) {
Object.entries(options).forEach(([key, value]) => this[key] = value)
if (this.visualRadius == null) {
this.visualRadius = this.radius
}
}
checkCollisions(collider) {
(this.game?.entities ?? []).filter((e) => e.id != this.id).forEach((e) => {
if (e.id == this.owner?.id) { return }
if (SATX.collideObject(collider, e.collider())) {
if (this.onCollide != null) { this.onCollide(this, e) }
}
})
}
collider() {
return new SAT.Circle(new SAT.Vector(this.position.x, this.position.y), this.radius)
}
despawn() {
this.game?.despawn(this)
}
update() {
this.#move()
if (this.onCollide != null) { this.checkCollisions(this.collider()) }
this.#checkIfArrived()
}
#checkIfArrived() {
if (this.destination == null) { return }
if (!this.position.equals(this.destination)) { return }
if (this.after != null) {
this.after(this, this.#homingTarget)
}
this.despawn()
}
#move() {
if (this.destination == null) { return }
const speed = (this.speed / (this.game?.tickBudget ?? 1000))
const prevPos = this.position.clone()
if (this.position.distanceTo(this.destination) < speed) {
this.position.copy(this.destination)
}
else {
const step = this.destination.clone().sub(this.position).normalize().multiplyScalar(speed)
this.position.add(step)
}
const tunnel = SATX.entityTunnel(prevPos.x, prevPos.y, this.position.x, this.position.y, this.radius)
if (this.onCollide != null) { this.checkCollisions(tunnel) }
}
}