uberpong/dev/lib/impact/entity.js

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ig.module(
'impact.entity'
)
.requires(
'impact.animation',
'impact.impact'
)
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.defines(function(){ "use strict";
ig.Entity = ig.Class.extend({
id: 0,
settings: {},
size: {x: 16, y:16},
offset: {x: 0, y: 0},
pos: {x: 0, y:0},
last: {x: 0, y:0},
vel: {x: 0, y: 0},
accel: {x: 0, y: 0},
friction: {x: 0, y: 0},
maxVel: {x: 100, y: 100},
zIndex: 0,
gravityFactor: 1,
standing: false,
bounciness: 0,
minBounceVelocity: 40,
anims: {},
animSheet: null,
currentAnim: null,
health: 10,
type: 0, // TYPE.NONE
checkAgainst: 0, // TYPE.NONE
collides: 0, // COLLIDES.NEVER
_killed: false,
slopeStanding: {min: (44).toRad(), max: (136).toRad() },
init: function( x, y, settings ) {
this.id = ++ig.Entity._lastId;
this.pos.x = x;
this.pos.y = y;
ig.merge( this, settings );
},
addAnim: function( name, frameTime, sequence, stop ) {
if( !this.animSheet ) {
throw( 'No animSheet to add the animation '+name+' to.' );
}
var a = new ig.Animation( this.animSheet, frameTime, sequence, stop );
this.anims[name] = a;
if( !this.currentAnim ) {
this.currentAnim = a;
}
return a;
},
update: function() {
this.last.x = this.pos.x;
this.last.y = this.pos.y;
this.vel.y += ig.game.gravity * ig.system.tick * this.gravityFactor;
this.vel.x = this.getNewVelocity( this.vel.x, this.accel.x, this.friction.x, this.maxVel.x );
this.vel.y = this.getNewVelocity( this.vel.y, this.accel.y, this.friction.y, this.maxVel.y );
// movement & collision
var mx = this.vel.x * ig.system.tick;
var my = this.vel.y * ig.system.tick;
var res = ig.game.collisionMap.trace(
this.pos.x, this.pos.y, mx, my, this.size.x, this.size.y
);
this.handleMovementTrace( res );
if( this.currentAnim ) {
this.currentAnim.update();
}
},
getNewVelocity: function( vel, accel, friction, max ) {
if( accel ) {
return ( vel + accel * ig.system.tick ).limit( -max, max );
}
else if( friction ) {
var delta = friction * ig.system.tick;
if( vel - delta > 0) {
return vel - delta;
}
else if( vel + delta < 0 ) {
return vel + delta;
}
else {
return 0;
}
}
return vel.limit( -max, max );
},
handleMovementTrace: function( res ) {
this.standing = false;
if( res.collision.y ) {
if( this.bounciness > 0 && Math.abs(this.vel.y) > this.minBounceVelocity ) {
this.vel.y *= -this.bounciness;
}
else {
if( this.vel.y > 0 ) {
this.standing = true;
}
this.vel.y = 0;
}
}
if( res.collision.x ) {
if( this.bounciness > 0 && Math.abs(this.vel.x) > this.minBounceVelocity ) {
this.vel.x *= -this.bounciness;
}
else {
this.vel.x = 0;
}
}
if( res.collision.slope ) {
var s = res.collision.slope;
if( this.bounciness > 0 ) {
var proj = this.vel.x * s.nx + this.vel.y * s.ny;
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this.vel.x = (this.vel.x - s.nx * proj * 2) * this.bounciness;
this.vel.y = (this.vel.y - s.ny * proj * 2) * this.bounciness;
}
else {
var lengthSquared = s.x * s.x + s.y * s.y;
var dot = (this.vel.x * s.x + this.vel.y * s.y)/lengthSquared;
this.vel.x = s.x * dot;
this.vel.y = s.y * dot;
var angle = Math.atan2( s.x, s.y );
if( angle > this.slopeStanding.min && angle < this.slopeStanding.max ) {
this.standing = true;
}
}
}
this.pos = res.pos;
},
draw: function() {
if( this.currentAnim ) {
this.currentAnim.draw(
this.pos.x - this.offset.x - ig.game._rscreen.x,
this.pos.y - this.offset.y - ig.game._rscreen.y
);
}
},
kill: function() {
ig.game.removeEntity( this );
},
receiveDamage: function( amount, from ) {
this.health -= amount;
if( this.health <= 0 ) {
this.kill();
}
},
touches: function( other ) {
return !(
this.pos.x >= other.pos.x + other.size.x ||
this.pos.x + this.size.x <= other.pos.x ||
this.pos.y >= other.pos.y + other.size.y ||
this.pos.y + this.size.y <= other.pos.y
);
},
distanceTo: function( other ) {
var xd = (this.pos.x + this.size.x/2) - (other.pos.x + other.size.x/2);
var yd = (this.pos.y + this.size.y/2) - (other.pos.y + other.size.y/2);
return Math.sqrt( xd*xd + yd*yd );
},
angleTo: function( other ) {
return Math.atan2(
(other.pos.y + other.size.y/2) - (this.pos.y + this.size.y/2),
(other.pos.x + other.size.x/2) - (this.pos.x + this.size.x/2)
);
},
check: function( other ) {},
collideWith: function( other, axis ) {},
ready: function() {}
});
// Last used entity id; incremented with each spawned entity
ig.Entity._lastId = 0;
// Collision Types - Determine if and how entities collide with each other
// In ACTIVE vs. LITE or FIXED vs. ANY collisions, only the "weak" entity moves,
// while the other one stays fixed. In ACTIVE vs. ACTIVE and ACTIVE vs. PASSIVE
// collisions, both entities are moved. LITE or PASSIVE entities don't collide
// with other LITE or PASSIVE entities at all. The behaiviour for FIXED vs.
// FIXED collisions is undefined.
ig.Entity.COLLIDES = {
NEVER: 0,
LITE: 1,
PASSIVE: 2,
ACTIVE: 4,
FIXED: 8
};
// Entity Types - used for checks
ig.Entity.TYPE = {
NONE: 0,
A: 1,
B: 2,
BOTH: 3
};
ig.Entity.checkPair = function( a, b ) {
// Do these entities want checks?
if( a.checkAgainst & b.type ) {
a.check( b );
}
if( b.checkAgainst & a.type ) {
b.check( a );
}
// If this pair allows collision, solve it! At least one entity must
// collide ACTIVE or FIXED, while the other one must not collide NEVER.
if(
a.collides && b.collides &&
a.collides + b.collides > ig.Entity.COLLIDES.ACTIVE
) {
ig.Entity.solveCollision( a, b );
}
};
ig.Entity.solveCollision = function( a, b ) {
// If one entity is FIXED, or the other entity is LITE, the weak
// (FIXED/NON-LITE) entity won't move in collision response
var weak = null;
if(
a.collides == ig.Entity.COLLIDES.LITE ||
b.collides == ig.Entity.COLLIDES.FIXED
) {
weak = a;
}
else if(
b.collides == ig.Entity.COLLIDES.LITE ||
a.collides == ig.Entity.COLLIDES.FIXED
) {
weak = b;
}
// Did they already overlap on the X-axis in the last frame? If so,
// this must be a vertical collision!
if(
a.last.x + a.size.x > b.last.x &&
a.last.x < b.last.x + b.size.x
) {
// Which one is on top?
if( a.last.y < b.last.y ) {
ig.Entity.seperateOnYAxis( a, b, weak );
}
else {
ig.Entity.seperateOnYAxis( b, a, weak );
}
a.collideWith( b, 'y' );
b.collideWith( a, 'y' );
}
// Horizontal collision
else if(
a.last.y + a.size.y > b.last.y &&
a.last.y < b.last.y + b.size.y
){
// Which one is on the left?
if( a.last.x < b.last.x ) {
ig.Entity.seperateOnXAxis( a, b, weak );
}
else {
ig.Entity.seperateOnXAxis( b, a, weak );
}
a.collideWith( b, 'x' );
b.collideWith( a, 'x' );
}
};
// FIXME: This is a mess. Instead of doing all the movements here, the entities
// should get notified of the collision (with all details) and resolve it
// themselfs.
ig.Entity.seperateOnXAxis = function( left, right, weak ) {
var nudge = (left.pos.x + left.size.x - right.pos.x);
// We have a weak entity, so just move this one
if( weak ) {
var strong = left === weak ? right : left;
weak.vel.x = -weak.vel.x * weak.bounciness + strong.vel.x;
var resWeak = ig.game.collisionMap.trace(
weak.pos.x, weak.pos.y, weak == left ? -nudge : nudge, 0, weak.size.x, weak.size.y
);
weak.pos.x = resWeak.pos.x;
}
// Normal collision - both move
else {
var v2 = (left.vel.x - right.vel.x)/2;
left.vel.x = -v2;
right.vel.x = v2;
var resLeft = ig.game.collisionMap.trace(
left.pos.x, left.pos.y, -nudge/2, 0, left.size.x, left.size.y
);
left.pos.x = Math.floor(resLeft.pos.x);
var resRight = ig.game.collisionMap.trace(
right.pos.x, right.pos.y, nudge/2, 0, right.size.x, right.size.y
);
right.pos.x = Math.ceil(resRight.pos.x);
}
};
ig.Entity.seperateOnYAxis = function( top, bottom, weak ) {
var nudge = (top.pos.y + top.size.y - bottom.pos.y);
// We have a weak entity, so just move this one
if( weak ) {
var strong = top === weak ? bottom : top;
weak.vel.y = -weak.vel.y * weak.bounciness + strong.vel.y;
// Riding on a platform?
var nudgeX = 0;
if( weak == top && Math.abs(weak.vel.y - strong.vel.y) < weak.minBounceVelocity ) {
weak.standing = true;
nudgeX = strong.vel.x * ig.system.tick;
}
var resWeak = ig.game.collisionMap.trace(
weak.pos.x, weak.pos.y, nudgeX, weak == top ? -nudge : nudge, weak.size.x, weak.size.y
);
weak.pos.y = resWeak.pos.y;
weak.pos.x = resWeak.pos.x;
}
// Bottom entity is standing - just bounce the top one
else if( ig.game.gravity && (bottom.standing || top.vel.y > 0) ) {
var resTop = ig.game.collisionMap.trace(
top.pos.x, top.pos.y, 0, -(top.pos.y + top.size.y - bottom.pos.y), top.size.x, top.size.y
);
top.pos.y = resTop.pos.y;
if( top.bounciness > 0 && top.vel.y > top.minBounceVelocity ) {
top.vel.y *= -top.bounciness;
}
else {
top.standing = true;
top.vel.y = 0;
}
}
// Normal collision - both move
else {
var v2 = (top.vel.y - bottom.vel.y)/2;
top.vel.y = -v2;
bottom.vel.y = v2;
var nudgeX = bottom.vel.x * ig.system.tick;
var resTop = ig.game.collisionMap.trace(
top.pos.x, top.pos.y, nudgeX, -nudge/2, top.size.x, top.size.y
);
top.pos.y = resTop.pos.y;
var resBottom = ig.game.collisionMap.trace(
bottom.pos.x, bottom.pos.y, 0, nudge/2, bottom.size.x, bottom.size.y
);
bottom.pos.y = resBottom.pos.y;
}
};
});