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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, 50, -Math.PI / 4);
this.rightLeg = new Leg(this.hipRight.x, this.hipRight.y, 50, Math.PI / 2);
this.legSelected = "R";
this.shouldMoveLeg = false;
this.collided = false;
this.lastBodyX = x;
this.lastBodyY = y;
this.hover = { active: false, leg: "R" };
}
}
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.update = function() {
var curLeg = this.getActiveLeg();
// select
if (this.shouldMoveLeg) {
this.moveLeg();
if(mousePress[0]) {// if (collidingWithWorld({ x: curLeg.x2, y: curLeg.y2, w: 4, h: 4 })) {
if (this.legSelected === "R") {
this.leftLeg.angle += pi;
} else {
this.rightLeg.angle += pi;
}
this.shouldMoveLeg = false;
}
// deselect
} else {
var targetPos = mousePosition();
var curLeg = this.getActiveLeg();
this.hover.active = false;
//left
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;
}
// right
} 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;
}
}
}
centerCameraOn(this.x,this.y);
}
// 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));
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);
// Collision
if(collidingWithWorld({x:curLeg.x2,y:curLeg.y2,w:4,h:4})){
this.collided = true;
curLeg.x2 = lastX;
curLeg.y2 = lastY;
return 0;
}
if(collidingWithWorld({x:this.x, y:this.y, w:this.w, h:this.h})){
this.x = this.lastBodyX;
this.y = this.lastBodyY;
}
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;
}
this.lastBodyX = this.x;
this.lastBodyY = this.y;
}
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");
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 {
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();
}
}
// 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(500,100);