This commit is contained in:
rsninja722 2020-04-18 15:56:53 -04:00
parent 7a71387b42
commit 70de5fca97
3 changed files with 137 additions and 55 deletions

View File

@ -33,9 +33,16 @@ var constants = {
complex_width: 0.65
}
},
legs:{
size:{
maximumMovement: 30
player:{
leg_speed: 0.1,
movement_divider: 50,
max_movement_speed: 3,
width: 30,
height: 50,
select_range: 10,
hip: {
offset_x: 15,
offset_y: 25
}
}

View File

@ -62,7 +62,9 @@ function draw() {
break;
// playing
case globalStates.playing:
camera.zoom = 2;
drawWorldBlocks();
player.draw();
break;
// paused
case globalStates.paused:
@ -92,7 +94,6 @@ function absoluteDraw() {
// playing
case globalStates.playing:
drawPlayingUI();
player.draw();
break;
// paused
case globalStates.paused:

View File

@ -1,31 +1,28 @@
class Player {
constructor(x, y){
constructor(x, y) {
this.x = x;
this.y = y;
this.w = 10;
this.h = 20;
this.hipLeft = {x:this.x-5,y:this.y+10};
this.hipRight = {x:this.x+5,y:this.y+10};
this.leftLeg = new Leg(this.hipLeft.x,this.hipLeft.y,50,-Math.PI/4);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, 50, Math.PI/2);
this.w = constants.player.width;
this.h = constants.player.height;
this.hipLeft = { x: this.x - constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
this.hipRight = { x: this.x + constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
this.leftLeg = new Leg(this.hipLeft.x, this.hipLeft.y, 50, -Math.PI / 4);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, 50, Math.PI / 2);
this.legSelected = "R";
this.shouldMoveLeg = true;
this.hover = { active: false, leg: "R" };
this.shouldMoveLeg = false;
}
}
Player.prototype.getActiveLeg = function(){
if(this.legSelected === "L"){
if (this.legSelected === "L") {
return this.leftLeg;
}
return this.rightLeg;
}
Player.prototype.getLockedLeg = function(){
if(this.legSelected === "R"){
if (this.legSelected === "R") {
return this.leftLeg;
}
return this.rightLeg;
@ -33,62 +30,80 @@ Player.prototype.getLockedLeg = function(){
// leg has been selected, move leg towards mouse
Player.prototype.moveLeg = function(){
var targetPos = mousePosition();
// Stops if we shouldn't move leg
if(!this.shouldMoveLeg){
if (!this.shouldMoveLeg) {
var curLeg = this.getActiveLeg();
this.hover.active = false;
if (distanceToLineSegment(this.leftLeg.x, this.leftLeg.y, this.leftLeg.x2, this.leftLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
this.hover.active = true;
this.hover.leg = "L";
if(mousePress[0]) {
this.shouldMoveLeg = true;
this.legSelected = "L";
this.hover.active = false;
}
} else if (distanceToLineSegment(this.rightLeg.x, this.rightLeg.y, this.rightLeg.x2, this.rightLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
this.hover.active = true;
this.hover.leg = "R";
if(mousePress[0]) {
this.shouldMoveLeg = true;
this.legSelected = "R";
this.hover.active = false;
}
}
return 0;
}
// gets active leg & target
var curLeg = this.getActiveLeg();
var target = mousePos;
var target = targetPos;
// move selected leg towards mouse
// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
curLeg.angle = turn( curLeg.angle,pointTo(curLeg,target),0.1);
curLeg.angle = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed);
// var angle = pointTo(curLeg,target);
curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
// curLeg.angle = pointTo(curLeg,{x:curLeg.x2,y:curLeg.y2});
if(dist(curLeg,target) > curLeg.len) {
if (dist(curLeg, target) > curLeg.len) {
// move towards mouse
this.x += Math.cos(pointTo(curLeg,target)) * clamp(dist(curLeg,target)/50,1,3);
this.x += Math.cos(pointTo(curLeg, target)) * clamp(dist(curLeg, target) / constants.player.movement_divider, 1, constants.player.max_movement_speed);
this.y += Math.sin(pointTo(curLeg,target)) * clamp(dist(curLeg,target)/50,1,3);
this.y += Math.sin(pointTo(curLeg, target)) * clamp(dist(curLeg, target) / constants.player.movement_divider, 1, constants.player.max_movement_speed);
this.updateHips();
}
// if leg is right update it accordingly
if(this.legSelected === "R") {
if (this.legSelected === "R") {
// set angle to the locked foot to the locked hip
oppLeg = this.getLockedLeg();
oppLeg.angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipRight);
oppLeg.angle = pointTo({ x: oppLeg.x2, y: oppLeg.y2 }, this.hipRight);
// snap body to a position where the hip is attached to the leg
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) - 5;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - 10;
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) - constants.player.hip.offset_x;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - constants.player.hip.offset_y;
this.updateHips();
// make sure each leg ends at the hips
oppLeg.x = this.hipRight.x;
oppLeg.y = this.hipRight.y;
curLeg.x = this.hipLeft.x;
curLeg.y = this.hipLeft.y;
console.log(oppLeg.angle)
// if leg is left update it accordingly
// if leg is left update it accordingly
} else {
console.log(curLeg.angle)
// set angle to the locked foot to the locked hip
// set angle to the locked foot to the locked hip
oppLeg = this.getLockedLeg();
oppLeg.angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipLeft);
oppLeg.angle = pointTo({ x: oppLeg.x2, y: oppLeg.y2 }, this.hipLeft);
// snap body to a position where the hip is attached to the leg
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) + 5;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - 10;
this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) + constants.player.hip.offset_x;
this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - constants.player.hip.offset_y;
this.updateHips();
@ -99,34 +114,93 @@ Player.prototype.moveLeg = function(){
curLeg.x = this.hipRight.x;
curLeg.y = this.hipRight.y;
}
}
Player.prototype.updateHips = function() {
this.hipLeft = {x:this.x-5,y:this.y+10};
this.hipRight = {x:this.x+5,y:this.y+10};
this.hipLeft = { x: this.x - constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
this.hipRight = { x: this.x + constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
}
Player.prototype.draw = function() {
rect(this.x, this.y, this.w, this.h,"green");
this.leftLeg.draw();
this.rightLeg.draw();
}
Player.prototype.update = function() {
this.moveLeg();
var curLeg = this.getActiveLeg();
if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})||mousePress[0]){
if(this.legSelected === "R"){
this.legSelected = "L";
this.leftLeg.angle += pi;
rect(this.x, this.y, this.w, this.h, "green");
if(this.hover.active) {
if(this.hover.leg === "R") {
curCtx.shadowBlur = 10;
curCtx.shadowColor = "yellow";
curCtx.lineWidth = 3;
this.rightLeg.draw();
curCtx.lineWidth = 1;
curCtx.shadowBlur = 0;
curCtx.shadowColor = "black";
this.leftLeg.draw();
} else {
this.legSelected = "R";
this.rightLeg.angle += pi;
curCtx.shadowBlur = 10;
curCtx.shadowColor = "yellow";
curCtx.lineWidth = 3;
this.leftLeg.draw();
curCtx.lineWidth = 1;
curCtx.shadowBlur = 0;
curCtx.shadowColor = "black";
this.rightLeg.draw();
}
} else {
this.leftLeg.draw();
this.rightLeg.draw();
}
}
Player.prototype.update = function() {
var curLeg = this.getActiveLeg();
if(mousePress[0]) {// if (collidingWithWorld({ x: curLeg.x2, y: curLeg.y2, w: 4, h: 4 })) {
// if (this.legSelected === "R") {
// this.legSelected = "L";
// this.leftLeg.angle += pi;
// } else {
// this.legSelected = "R";
// this.rightLeg.angle += pi;
// }
this.shouldMoveLeg = false;
}
this.moveLeg();
centerCameraOn(this.x,this.y);
}
// https://github.com/scottglz/distance-to-line-segment/blob/master/index.js
function distanceSquaredToLineSegment2(lx1, ly1, ldx, ldy, lineLengthSquared, px, py) {
var t; // t===0 at line pt 1 and t ===1 at line pt 2
if (!lineLengthSquared) {
// 0-length line segment. Any t will return same result
t = 0;
}
else {
t = ((px - lx1) * ldx + (py - ly1) * ldy) / lineLengthSquared;
if (t < 0)
t = 0;
else if (t > 1)
t = 1;
}
var lx = lx1 + t * ldx,
ly = ly1 + t * ldy,
dx = px - lx,
dy = py - ly;
return dx * dx + dy * dy;
}
function distanceSquaredToLineSegment(lx1, ly1, lx2, ly2, px, py) {
var ldx = lx2 - lx1,
ldy = ly2 - ly1,
lineLengthSquared = ldx * ldx + ldy * ldy;
return distanceSquaredToLineSegment2(lx1, ly1, ldx, ldy, lineLengthSquared, px, py);
}
function distanceToLineSegment(lx1, ly1, lx2, ly2, px, py) {
return Math.sqrt(distanceSquaredToLineSegment(lx1, ly1, lx2, ly2, px, py));
}
var player = new Player(250,200);
var player = new Player(250, 150);