248 lines
8.0 KiB
JavaScript
248 lines
8.0 KiB
JavaScript
class Player {
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constructor(x, y) {
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this.x = x;
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this.y = y;
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this.w = constants.player.width;
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this.h = constants.player.height;
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this.hipLeft = { x: this.x - constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
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this.hipRight = { x: this.x + constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
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this.leftLeg = new Leg(this.hipLeft.x, this.hipLeft.y, 50, -Math.PI / 4);
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this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, 50, Math.PI / 2);
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this.legSelected = "R";
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this.shouldMoveLeg = false;
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this.collided = false;
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this.lastBodyX = x;
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this.lastBodyY = y;
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this.hover = { active: false, leg: "R" };
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}
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}
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Player.prototype.getActiveLeg = function(){
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if (this.legSelected === "L") {
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return this.leftLeg;
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}
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return this.rightLeg;
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}
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Player.prototype.getLockedLeg = function(){
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if (this.legSelected === "R") {
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return this.leftLeg;
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}
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return this.rightLeg;
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}
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Player.prototype.update = function() {
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var curLeg = this.getActiveLeg();
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// select
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if (this.shouldMoveLeg) {
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this.moveLeg();
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if(mousePress[0]) {// if (collidingWithWorld({ x: curLeg.x2, y: curLeg.y2, w: 4, h: 4 })) {
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if (this.legSelected === "R") {
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this.leftLeg.angle += pi;
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} else {
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this.rightLeg.angle += pi;
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}
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this.shouldMoveLeg = false;
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// Play the footstep sound
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soundAssets.footstep.play();
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}
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// deselect
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} else {
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var targetPos = mousePosition();
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var curLeg = this.getActiveLeg();
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this.hover.active = false;
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//left
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if (distanceToLineSegment(this.leftLeg.x, this.leftLeg.y, this.leftLeg.x2, this.leftLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
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this.hover.active = true;
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this.hover.leg = "L";
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if(mousePress[0]) {
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this.shouldMoveLeg = true;
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this.legSelected = "L";
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this.hover.active = false;
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}
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// right
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} else if (distanceToLineSegment(this.rightLeg.x, this.rightLeg.y, this.rightLeg.x2, this.rightLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
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this.hover.active = true;
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this.hover.leg = "R";
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if(mousePress[0]) {
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this.shouldMoveLeg = true;
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this.legSelected = "R";
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this.hover.active = false;
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}
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}
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}
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centerCameraOn(this.x,this.y);
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}
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// leg has been selected, move leg towards mouse
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Player.prototype.moveLeg = function(){
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var targetPos = mousePosition();
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// gets active leg & target
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var curLeg = this.getActiveLeg();
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var target = targetPos;
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// Last leg position
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var lastX = curLeg.x2;
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var lastY = curLeg.y2;
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// move selected leg towards mouse
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// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
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curLeg.angle = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed);
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// var angle = pointTo(curLeg,target);
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curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
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curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
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// Collision
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if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){
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this.collided = true;
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curLeg.x2 = lastX;
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curLeg.y2 = lastY;
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return 0;
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}
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if(collidingWithWorld({x:this.x, y:this.y, w:this.w, h:this.h})){
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this.x = this.lastBodyX;
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this.y = this.lastBodyY;
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}
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if (dist(curLeg, target) > curLeg.len) {
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// move towards mouse
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this.x += Math.cos(pointTo(curLeg, target)) * clamp(dist(curLeg, target) / constants.player.movement_divider, 1, constants.player.max_movement_speed);
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this.y += Math.sin(pointTo(curLeg, target)) * clamp(dist(curLeg, target) / constants.player.movement_divider, 1, constants.player.max_movement_speed);
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this.updateHips();
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}
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// if leg is right update it accordingly
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if (this.legSelected === "R") {
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// set angle to the locked foot to the locked hip
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oppLeg = this.getLockedLeg();
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oppLeg.angle = pointTo({ x: oppLeg.x2, y: oppLeg.y2 }, this.hipRight);
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// snap body to a position where the hip is attached to the leg
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this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) - constants.player.hip.offset_x;
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this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - constants.player.hip.offset_y;
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this.updateHips();
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// make sure each leg ends at the hips
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oppLeg.x = this.hipRight.x;
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oppLeg.y = this.hipRight.y;
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curLeg.x = this.hipLeft.x;
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curLeg.y = this.hipLeft.y;
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// if leg is left update it accordingly
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} else {
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// set angle to the locked foot to the locked hip
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oppLeg = this.getLockedLeg();
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oppLeg.angle = pointTo({ x: oppLeg.x2, y: oppLeg.y2 }, this.hipLeft);
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// snap body to a position where the hip is attached to the leg
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this.x = (oppLeg.x2 + oppLeg.len * Math.cos(oppLeg.angle)) + constants.player.hip.offset_x;
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this.y = (oppLeg.y2 + oppLeg.len * Math.sin(oppLeg.angle)) - constants.player.hip.offset_y;
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this.updateHips();
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// make sure each leg ends at the hips
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oppLeg.x = this.hipLeft.x;
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oppLeg.y = this.hipLeft.y;
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curLeg.x = this.hipRight.x;
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curLeg.y = this.hipRight.y;
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}
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this.lastBodyX = this.x;
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this.lastBodyY = this.y;
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}
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Player.prototype.updateHips = function() {
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this.hipLeft = { x: this.x - constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
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this.hipRight = { x: this.x + constants.player.hip.offset_x, y: this.y + constants.player.hip.offset_y };
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}
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Player.prototype.draw = function() {
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rect(this.x, this.y, this.w, this.h, "green");
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if(this.hover.active) {
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if(this.hover.leg === "R") {
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curCtx.shadowBlur = 10;
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curCtx.shadowColor = "yellow";
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curCtx.lineWidth = 3;
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this.rightLeg.draw();
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curCtx.lineWidth = 1;
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curCtx.shadowBlur = 0;
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curCtx.shadowColor = "black";
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this.leftLeg.draw();
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} else {
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curCtx.shadowBlur = 10;
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curCtx.shadowColor = "yellow";
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curCtx.lineWidth = 3;
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this.leftLeg.draw();
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curCtx.lineWidth = 1;
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curCtx.shadowBlur = 0;
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curCtx.shadowColor = "black";
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this.rightLeg.draw();
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}
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} else {
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this.leftLeg.draw();
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this.rightLeg.draw();
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}
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}
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// https://github.com/scottglz/distance-to-line-segment/blob/master/index.js
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function distanceSquaredToLineSegment2(lx1, ly1, ldx, ldy, lineLengthSquared, px, py) {
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var t; // t===0 at line pt 1 and t ===1 at line pt 2
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if (!lineLengthSquared) {
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// 0-length line segment. Any t will return same result
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t = 0;
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}
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else {
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t = ((px - lx1) * ldx + (py - ly1) * ldy) / lineLengthSquared;
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if (t < 0)
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t = 0;
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else if (t > 1)
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t = 1;
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}
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var lx = lx1 + t * ldx,
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ly = ly1 + t * ldy,
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dx = px - lx,
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dy = py - ly;
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return dx * dx + dy * dy;
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}
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function distanceSquaredToLineSegment(lx1, ly1, lx2, ly2, px, py) {
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var ldx = lx2 - lx1,
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ldy = ly2 - ly1,
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lineLengthSquared = ldx * ldx + ldy * ldy;
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return distanceSquaredToLineSegment2(lx1, ly1, ldx, ldy, lineLengthSquared, px, py);
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}
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function distanceToLineSegment(lx1, ly1, lx2, ly2, px, py) {
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return Math.sqrt(distanceSquaredToLineSegment(lx1, ly1, lx2, ly2, px, py));
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}
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var player = new Player(500,100);
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