GGJ22/Engine/src/live/AnimalEntity.ts

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import * as planck from 'planck'
import { Action } from "./Action"
import { Entity } from "./Entity"
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import { PuddleEntity } from './PuddleEntity'
import { WorldContext } from './World'
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export class AnimalEntity extends Entity {
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action?: Action
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puddleTimer: number = 0
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isPlayer: boolean = false
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constructor(ctor: string) {
super(ctor)
}
act(actions: Action[]) {
this.action = actions.sort((a, b) => {
if (a.priority < b.priority) {
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return 1
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}
if (a.priority > b.priority) {
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return -1
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}
return 0
})[0]
}
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update(delta: number, ctx: WorldContext) {
super.update(delta)
let waterZones = this.zones.filter(v=>v.type==='fluid')
if (waterZones.length) {
this.puddleTimer += delta
if (this.puddleTimer >= 600) {
if (ctx) {
let p = this.position
p[0] += (this.sprite.frame?.originX??0) + ((this.sprite.frame?.width??0)/2??0)
p[1] += (this.sprite.frame?.originY??0) + ((this.sprite.frame?.height??0)/2??0)
ctx.addEntity(new PuddleEntity('effects.water.ripple.small.0'), 'ground', p[0], p[1])
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}
this.puddleTimer = 0
}
}
let shouldMove = false
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if (this.action) {
// FIXME: Use physics.
switch(this.action.type) {
case 'west':
if (this.direction !== 0) {
if (this.direction < 180) {
this.direction -= this.turnRate
} else {
this.direction += this.turnRate
}
}
shouldMove = true
break
case 'east':
if (this.direction !== 180) {
if (this.direction < 180) {
this.direction += this.turnRate
} else {
this.direction -= this.turnRate
}
}
shouldMove = true
break
case 'north':
if (this.direction !== 90) {
if (this.direction < 90 || this.direction > 270) {
this.direction += this.turnRate
} else {
this.direction -= this.turnRate
}
}
shouldMove = true
break
case 'south':
if (this.direction !== 270) {
if (this.direction > 90 && this.direction < 270) {
this.direction += this.turnRate
} else {
this.direction -= this.turnRate
}
}
shouldMove = true
break
}
if (this.direction > 360) {
this.direction = 0
} else if (this.direction < 0) {
this.direction = 360
}
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}
if (shouldMove) {
let r = this.direction * (Math.PI/180)
if (Math.abs(this.velocity[0]) < this.maxSpeed) {
this.velocity[0] -= Math.cos(r) * this.acceleration
}
if (Math.abs(this.velocity[1]) < this.maxSpeed) {
this.velocity[1] -= Math.sin(r) * this.acceleration
}
let cardinal = this.getCardinal()
this.sprite.setKey = 'run'
if (this.sprite.subsetKey !== cardinal || this.sprite.subsetKey !== 'run') {
this.sprite.setCtor(`${this.sprite.spriteKey}.${this.sprite.animationKey}.${this.sprite.setKey}.${cardinal}.${this.sprite.frameIndex}`)
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}
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this.sprite.animate = true
} else {
this.sprite.animate = false
this.sprite.setKey = 'stand'
this.sprite.setCtor(`${this.sprite.spriteKey}.${this.sprite.animationKey}.${this.sprite.setKey}.${this.getCardinal()}.0`)
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}
//
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this.velocity[0] *= 0.65
this.velocity[1] *= 0.65
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// Eh... let's manually handle velocity
this.body?.setLinearVelocity(planck.Vec2(this.velocity[0], this.velocity[1]))
}
getCardinal(): string {
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const degreesPerDirection = 360 / 4
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const angle = this.direction + degreesPerDirection / 2
if (angle >= 0 * degreesPerDirection && angle < 1 * degreesPerDirection) {
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return 'west'
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} else if (angle >= 1 * degreesPerDirection && angle < 2 * degreesPerDirection) {
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return 'north'
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} else if (angle >= 2 * degreesPerDirection && angle < 3 * degreesPerDirection) {
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return 'east'
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}
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return 'south'
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}
}
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export function isAnimalEntity(o: any): o is AnimalEntity {
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return o.act
}