diff --git a/docs/assets/js/game.js b/docs/assets/js/game.js
index dbbfc67..868774e 100644
--- a/docs/assets/js/game.js
+++ b/docs/assets/js/game.js
@@ -353,6 +353,7 @@ function line(x1, y1, x2, y2, color) {
curCtx.style = color;
curCtx.moveTo(x1 + camera.x + difx, y1 + camera.y + dify);
curCtx.lineTo(x2 + camera.x + difx, y2 + camera.y + dify);
+ curCtx.stroke();
}
function shape(x,y,relitivePoints,color) {
diff --git a/docs/assets/js/index.js b/docs/assets/js/index.js
index df0eaaa..51d3657 100644
--- a/docs/assets/js/index.js
+++ b/docs/assets/js/index.js
@@ -33,6 +33,7 @@ function update() {
// playing
case globalStates.playing:
handlePlaying();
+ player.update();
break;
// paused
case globalStates.paused:
@@ -91,6 +92,7 @@ function absoluteDraw() {
// playing
case globalStates.playing:
drawPlayingUI();
+ player.draw();
break;
// paused
case globalStates.paused:
diff --git a/docs/assets/js/player/leg.js b/docs/assets/js/player/leg.js
index 0ca436f..d8c74bc 100644
--- a/docs/assets/js/player/leg.js
+++ b/docs/assets/js/player/leg.js
@@ -1,56 +1,25 @@
-
-
// a Class for legs
class Leg{
- Leg(thighX, thighY, kneeX, kneeY, footX, footY){
+ constructor(x, y, len, angle) {
- // Thigh X,Y
- this.thighX = thighX;
- this.thighY = thighY;
+ this.x = x;
+ this.y = y;
- // Knee X,Y
- this.kneeX = kneeX;
- this.kneeY = kneeY;
- // Foot X,Y
- this.footX = footX;
- this.footY = footY
+ this.len = len;
+ this.len2 = this.len * this.len;
+ this.angle = angle;
- // Calculates distances
- this.thighToKnee = abs(math.hypot(thighX - kneeX, thighY - kneeY));
- this.kneeToFoot = abs(math.hypot(kneeX - footX, kneeY - footX));
-
- }
-
- setThigh(newX, newY){
- this.thighX = newX;
- this.thighY = newY;
-
- // Recalculates distances
- this.thighToKnee = abs(math.hypot(newX - this.kneeX, newY - this.kneeY));
- }
-
- setKnee(newX, newY){
- this.kneeX = newX;
- this.kneeY = newY;
-
- // Recalculates distances
- this.thighToKnee = abs(math.hypot(this.thighX - newX, this.thighY - newY));
- this.kneeToFoot = abs(math.hypot(newX - this.footX, newY - this.footY));
- }
-
- setFoot(newX, newY){
- this.footX = newX;
- this.footY = newY;
-
- // Recalculates distances
- this.kneeToFoot = abs(math.hypot(this.kneeX - newX, this.kneeY - newY));
+ this.x2 = this.x + len * Math.cos(angle);
+ this.y2 = this.y + len * Math.sin(angle);
}
-
+
};
-
+Leg.prototype.draw = function() {
+ line(this.x,this.y,this.x2,this.y2,"green");
+};
\ No newline at end of file
diff --git a/docs/assets/js/player/player.js b/docs/assets/js/player/player.js
index 69fb573..ea54969 100644
--- a/docs/assets/js/player/player.js
+++ b/docs/assets/js/player/player.js
@@ -3,131 +3,122 @@ class Player {
constructor(x, y){
this.x = x;
this.y = y;
- this.hipL = {x:x-5,y:y};
- this.hipR = {x:x+5,y:y};
- this.footL = {x:x-5,y:y+10};
- this.footR = {x:x+5,y:y+10};
- this.kneeL= {x:x-5,y:y+5};
- this.kneeR = {x:x+5,y:y+5};
- this.legSelected = "l";
- this.shouldMoveLeg = false;
+ 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.legSelected = "R";
+ this.shouldMoveLeg = true;
}
- getLeg(){
- if(this.legSelected === "l"){
- return [this.footL, this.kneeL, this.thighL];
- }
- return [this.footR, this.kneeR, this.thighR];
-
- }
+
}
+Player.prototype.getActiveLeg = function(){
+ if(this.legSelected === "L"){
+ return this.leftLeg;
+ }
+ return this.rightLeg;
+}
+Player.prototype.getLockedLeg = function(){
+ if(this.legSelected === "R"){
+ return this.leftLeg;
+ }
+ return this.rightLeg;
+}
// leg has been selected, move leg towards mouse
Player.prototype.moveLeg = function(){
-
+ // Stops if we shouldn't move leg
if(!this.shouldMoveLeg){
- return
+ return 0;
}
- var target = mousePosition();
-
- //TODO set a proper constant
- if(Math.hypot(this.x - target.x, this.y - target.y) < constants.legs.size.maximumMovement){
-
- // Points to move towards
- var ix = target.x;
- var iy = target.y;
- var leg = this.getLeg()
-
- // Check collision psuedo code need to figure out actual collison
- if(ix.collide()){
- ix = leg[0].x;
- }
-
- // Check collision psuedo code need to figure out actual collison
- if(iy.collide()){
- iy = leg[0].y;
- }
-
-
- // total distances as a square
- var targetSqrDistance = ix * ix + iy * iy;
-
- // gets lengths may need to be tweaked
- var thighKneeLength = abs(Math.hypot(leg[2].x - leg[1].x, leg[2].y - leg[1].y) * 2)
- var kneeFootLength = abs(Math.hypot(leg[1].x - leg[0].x, leg[1].y - leg[0].y) * 2)
-
-
- var thighKneeAngle = Math.max(-1, Math.min(1, (targetSqrDistance + thighKneeLength - kneeFootLength)
- / (2 * (thighKneeLength / 2) * Math.sqrt(targetSqrDistance)
- )));
-
-
+ // gets active leg & target
+ var curLeg = this.getActiveLeg();
+ var target = mousePos;
+ // move selected leg towards mouse
+
+ // var angle = turn(pointTo(curLeg,{x:curLeg.x2,y:curLeg.y2}),pointTo(curLeg,target),0.1);
+ var angle = pointTo(curLeg,target);
+ curLeg.x2 = curLeg.x + curLeg.len * Math.cos(angle);
+ curLeg.y2 = curLeg.y + curLeg.len * Math.sin(angle);
+ if(dist(curLeg,target) > curLeg.len) {
+ // move towards mouse
+ this.x += Math.cos(angle) * dist(curLeg,target)/50;
+
+ this.y += Math.sin(angle) * dist(curLeg,target)/50;
+ this.updateHips();
}
+ // if leg is right update it accordingly
+ if(this.legSelected === "R") {
+ // set angle to the locked foot to the locked hip
+ oppLeg = this.getLockedLeg();
+ 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(angle)) - 5;
+ this.y = (oppLeg.y2 + oppLeg.len * Math.sin(angle)) - 10;
+ 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;
+ } else {
+ // set angle to the locked foot to the locked hip
+ oppLeg = this.getLockedLeg();
+ angle = pointTo({x:oppLeg.x2,y:oppLeg.y2},this.hipLeft);
- /*
-
- if target within range of leg
- ik towards target in x
- if colliding undo move
- ik towards target in y
- if colliding undo move
- if out of target
- ik towards target in x
- if colliding undo move
- ik towards target in y
- if colliding undo move
- slowly move torso towards mouse
- planted leg ik towards torso
- if torso outside the planted leg range
- move torso back
- */
-
-
- // Finds the distance between the old hip position and the future one
- requiredLegDistance = Math.hypot(currentHip.x - futureFoot.x, currentHip.y - futureFoot.y);
-
- newFootX = futureFoot.x;
- newFootY = futureFoot.y;
-
-
-
- // TODO implement collision checking
-
-
-
- newHipX = currentHip.x + futureFoot.x - currentFoot.x;
- newHipY = currentHip.y + futureFoot.y - currentFoot.y;
-
- // newKneeX =
-
-
-
-
- // returns new leg positions
- return [{x:newHipX, y:newHipY}, {x:newKneeX, y:newKneeY}, {x:newFootX, y:newFootY}];
-
+ // snap body to a position where the hip is attached to the leg
+ this.x = (oppLeg.x2 + oppLeg.len * Math.cos(angle)) + 5;
+ this.y = (oppLeg.y2 + oppLeg.len * Math.sin(angle)) - 10;
+ this.updateHips();
+ // make sure each leg ends at the hips
+ oppLeg.x = this.hipLeft.x;
+ oppLeg.y = this.hipLeft.y;
+ 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};
+}
Player.prototype.draw = function() {
-
+ rect(this.x, this.y, this.w, this.h,"green");
+ this.leftLeg.draw();
+ this.rightLeg.draw();
}
Player.prototype.update = function() {
-
-}
\ No newline at end of file
+ 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";
+ } else {
+ this.legSelected = "R";
+ }
+ }
+}
+
+
+
+var player = new Player(300,200);
\ No newline at end of file
diff --git a/docs/index.html b/docs/index.html
index 051e7d8..4ca07ad 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -32,14 +32,14 @@
-
+
+
-
+
+