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2020-04-20 20:19:16 -04:00

406 lines
14 KiB
JavaScript

class Player {
constructor(x, y) {
this.x = x;
this.y = y;
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, constants.player.leg_length, 1.5);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, constants.player.leg_length, 1.5);
this.leftArm = new Arm(this.hipLeft.x + 8, this.y - constants.player.hip.offset_y, 64, Math.PI/2);
this.rightArm = new Arm(this.hipRight.x - 8, this.y - constants.player.hip.offset_y, 64, Math.PI/2);
this.head = {x:this.x,y:this.y-this.h/2,angle:Math.PI*1.5};
this.legSelected = "R";
this.shouldMoveLeg = false;
this.collided = false;
this.lastBodyX = x;
this.lastBodyY = y;
this.hover = { active: false, leg: "R" };
this.holdingBox = false;
this.armVel = 1;
this.stuckTime = 0;
}
}
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;
}
Player.prototype.die = function() {
soundAssets.dead.play();
globalState = globalStates.dead;
console.warn("player is big ded, rip");
}
Player.prototype.update = function() {
var curLeg = this.getActiveLeg();
if(this.stuckTime > 0) {
--this.stuckTime;
}
// deselect
if (this.shouldMoveLeg && this.stuckTime === 0) {
this.moveLeg();
if(mousePress[0] && collidingWithWorld({x: curLeg.x2, y: curLeg.y2, w:8, h:8})) {
if (this.legSelected === "R") {
this.leftLeg.angle += pi;
} else {
this.rightLeg.angle += pi;
}
this.shouldMoveLeg = false;
// Play the footstep sound
playRandomFootstep();
}
// select
} else {
var targetPos = mousePosition();
var curLeg = this.getActiveLeg();
// right
if (distanceToLineSegment(this.rightLeg.x, this.rightLeg.y, this.rightLeg.x2, this.rightLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
if(this.hover.active === false) {
soundAssets.hover.play();
}
this.hover.active = true;
this.hover.leg = "R";
if(mousePress[0]) {
this.shouldMoveLeg = true;
this.legSelected = "R";
this.hover.active = false;
soundAssets.selectLeg.play();
}
//left
} else if (distanceToLineSegment(this.leftLeg.x, this.leftLeg.y, this.leftLeg.x2, this.leftLeg.y2, targetPos.x, targetPos.y) < constants.player.select_range) {
if(this.hover.active === false) {
soundAssets.hover.play();
}
this.hover.active = true;
this.hover.leg = "L";
if(mousePress[0]) {
this.shouldMoveLeg = true;
this.legSelected = "L";
this.hover.active = false;
soundAssets.selectLeg.play();
}
} else {
this.hover.active = false;
}
}
// place box
if(this.holdingBox && this.x > -275 && this.y < 100) {
this.holdingBox = false;
boxOnTable = true;
soundAssets.clonk.play();
}
// god mode
// if(keyDown[k.w]) {
// this.y-=5;
// }
// if(keyDown[k.s]) {
// this.y+=5;
// }
// if(keyDown[k.a]) {
// this.x-=5;
// }
// if(keyDown[k.d]) {
// this.x+=5;
// }
var halfPI = pi/2;
if(this.leftArm.angle > halfPI) {
this.leftArm.angle -= 0.05 * this.armVel;
}
if(this.leftArm.angle < halfPI) {
this.leftArm.angle += 0.05 * this.armVel;
}
if(this.rightArm.angle > halfPI) {
this.rightArm.angle -= 0.05 * this.armVel;
}
if(this.rightArm.angle < halfPI) {
this.rightArm.angle += 0.05 * this.armVel;
}
this.armVel += 0.05;
if(this.head.angle > halfPI + pi) {
this.head.angle -= 0.05;
}
if(this.head.angle < halfPI + pi) {
this.head.angle += 0.05;
}
var arm = this.leftArm;
arm.x = this.x + constants.player.hip.offset_x + 8;
arm.y = this.y - constants.player.hip.offset_y;
arm.x2 = arm.x + arm.len * Math.cos(arm.angle);
arm.y2 = arm.y + arm.len * Math.sin(arm.angle);
var arm = this.rightArm;
arm.x = this.x - constants.player.hip.offset_x - 8;
arm.y = this.y - constants.player.hip.offset_y;
arm.x2 = arm.x + arm.len * Math.cos(arm.angle);
arm.y2 = arm.y + arm.len * Math.sin(arm.angle);
this.head.x = this.x;
this.head.y = this.y-this.h/2;
centerCameraOn(this.x,this.y);
// camera limits
if(camera.x > 898) {
camera.x = 898;
}
if(camera.x < -98) {
camera.x = -98;
}
if(camera.y < 245) {
camera.y = 245;
}
if(camera.y > 350) {
camera.y = 350;
}
}
// leg has been selected, move leg towards mouse
Player.prototype.moveLeg = function(){
var targetPos = mousePosition();
// gets active leg & target
var curLeg = this.getActiveLeg();
var target = targetPos;
// Last leg position
var lastX = curLeg.x2;
var lastY = curLeg.y2;
// move selected leg towards mouse
// console.log(curLeg.angle.toPrecision(5),pointTo(curLeg,target).toPrecision(5));
var angleDif = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed) - curLeg.angle;
if(Math.abs(angleDif) > 1) {
curLeg.angle = pointTo(curLeg, target);
angleDif = 0;
}
curLeg.angle += angleDif;
curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
// Collision
if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:2,h:2})){
this.collided = true;
curLeg.x2 = lastX;
curLeg.y2 = lastY;
curLeg.angle -= angleDif;
// finer movement
angleDif = turn(curLeg.angle, pointTo(curLeg, target), constants.player.leg_speed/8) - curLeg.angle;
curLeg.angle += angleDif;
curLeg.x2 = curLeg.x + curLeg.len * Math.cos(curLeg.angle);
curLeg.y2 = curLeg.y + curLeg.len * Math.sin(curLeg.angle);
// Collision
if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:2,h:2})){
this.collided = true;
curLeg.x2 = lastX;
curLeg.y2 = lastY;
curLeg.angle -= angleDif;
}
return 0;
}
if (dist(curLeg, target) > curLeg.len) {
// move towards mouse
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) / constants.player.movement_divider, 1, constants.player.max_movement_speed);
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();
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)) - 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;
// if leg is left update it accordingly
} else {
// set angle to the locked foot to the locked hip
oppLeg = this.getLockedLeg();
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)) + 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.hipLeft.x;
oppLeg.y = this.hipLeft.y;
curLeg.x = this.hipRight.x;
curLeg.y = this.hipRight.y;
}
if(collidingWithWorld({x:this.x, y:this.y, w:this.w, h:this.h})){
this.x = this.lastBodyX;
this.y = this.lastBodyY;
}
// arm and head flailing
var bodyDifY = this.lastBodyY - this.y;
if(!isNaN(bodyDifY)) {
if(bodyDifY < 0) {
this.leftArm.angle -= Math.abs(bodyDifY)/10;
this.rightArm.angle += Math.abs(bodyDifY)/10;
}
}
var bodyDifX = this.lastBodyX - this.x;
if(!isNaN(bodyDifX)) {
this.leftArm.angle -= bodyDifX/20;
this.rightArm.angle -= bodyDifX/20;
this.head.angle += bodyDifX/30;
}
this.lastBodyX = this.x;
this.lastBodyY = this.y;
this.armVel = 1;
}
Player.prototype.updateHips = function() {
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");
img(sprites.playerBody,this.x,this.y,0,4,4);
img(sprites.playerHead,this.head.x + Math.cos(this.head.angle) * 20,this.head.y + Math.sin(this.head.angle) * 20,this.head.angle,4,4);
if(this.stuckTime) {
img(sprites.playerArm,this.x,this.y-50,2,4,4);
} else {
this.leftArm.draw();
}
this.rightArm.draw();
if(this.holdingBox) {
img(sprites.boxNoOutline,this.leftArm.x2 - Math.cos(this.leftArm.angle)*15,this.leftArm.y2- Math.sin(this.leftArm.angle)*15,this.leftArm.angle,4,4);
}
if(this.hover.active) {
if(this.hover.leg === "R") {
img(sprites.playerLeg,(this.leftLeg.x+this.leftLeg.x2)/2,(this.leftLeg.y+this.leftLeg.y2)/2,this.leftLeg.angle+pi/2,4,4);
img(sprites.playerLegActive,(this.rightLeg.x+this.rightLeg.x2)/2,(this.rightLeg.y+this.rightLeg.y2)/2,this.rightLeg.angle+pi/2,4,4);
} else {
img(sprites.playerLegActive,(this.leftLeg.x+this.leftLeg.x2)/2,(this.leftLeg.y+this.leftLeg.y2)/2,this.leftLeg.angle+pi/2,4,4);
img(sprites.playerLeg,(this.rightLeg.x+this.rightLeg.x2)/2,(this.rightLeg.y+this.rightLeg.y2)/2,this.rightLeg.angle+pi/2,4,4);
}
} else {
img(sprites.playerLeg,(this.leftLeg.x+this.leftLeg.x2)/2,(this.leftLeg.y+this.leftLeg.y2)/2,this.leftLeg.angle+pi/2,4,4);
img(sprites.playerLeg,(this.rightLeg.x+this.rightLeg.x2)/2,(this.rightLeg.y+this.rightLeg.y2)/2,this.rightLeg.angle+pi/2,4,4);
}
if(this.shouldMoveLeg) {
if(this.legSelected === "R") {
var active = collidingWithWorld({x: this.rightLeg.x2, y: this.rightLeg.y2, w:8, h:8});
img(sprites.playerFoot,this.leftLeg.x2,this.leftLeg.y2,0,-5,5);
img(sprites["playerFoot" + (active ? "Active" : "")],this.rightLeg.x2,this.rightLeg.y2,0,5,5);
} else {
var active = collidingWithWorld({x: this.leftLeg.x2, y: this.leftLeg.y2, w:8, h:8});
img(sprites["playerFoot" + (active ? "Active" : "")],this.leftLeg.x2,this.leftLeg.y2,0,-5,5);
img(sprites.playerFoot,this.rightLeg.x2,this.rightLeg.y2,0,5,5);
}
} else {
img(sprites.playerFoot,this.leftLeg.x2,this.leftLeg.y2,0,-5,5);
img(sprites.playerFoot,this.rightLeg.x2,this.rightLeg.y2,0,5,5);
}
}
// 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(constants.player.defaultX, constants.player.defaultY);
// why does this stop the legs from glitching on the first step???
player.rightLeg.angle = -pointTo({ x: player.rightLeg.x2, y: player.rightLeg.y2 }, player.hipRight);
player.leftLeg.angle = pointTo({ x: player.leftLeg.x2, y: player.leftLeg.y2 }, player.hipLeft);
player.moveLeg();