2022-01-29 18:25:51 -08:00
|
|
|
import * as planck from 'planck'
|
|
|
|
import { Action } from "./Action"
|
|
|
|
import { Entity } from "./Entity"
|
|
|
|
|
|
|
|
export class PlayerEntity extends Entity {
|
|
|
|
action?: Action
|
|
|
|
constructor(ctor: string) {
|
|
|
|
super(ctor)
|
|
|
|
}
|
|
|
|
act(actions: Action[]) {
|
|
|
|
this.action = actions.sort((a, b) => {
|
|
|
|
if (a.priority < b.priority) {
|
2022-01-29 20:30:56 -08:00
|
|
|
return 1
|
2022-01-29 18:25:51 -08:00
|
|
|
}
|
|
|
|
if (a.priority > b.priority) {
|
2022-01-29 20:30:56 -08:00
|
|
|
return -1
|
2022-01-29 18:25:51 -08:00
|
|
|
}
|
|
|
|
return 0
|
|
|
|
})[0]
|
|
|
|
}
|
|
|
|
update(delta: number) {
|
|
|
|
if (this.action) {
|
|
|
|
// FIXME: Use physics.
|
|
|
|
let shouldMove = false
|
|
|
|
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
|
|
|
|
}
|
|
|
|
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()
|
|
|
|
if (this.sprite.subsetKey !== cardinal) {
|
|
|
|
this.sprite.setCtor(`${this.sprite.spriteKey}.${this.sprite.animationKey}.${this.sprite.setKey}.${cardinal}.${this.sprite.frameIndex}`)
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//
|
|
|
|
this.velocity[0] *= 0.5
|
|
|
|
this.velocity[1] *= 0.5
|
|
|
|
|
|
|
|
// Eh... let's manually handle velocity
|
|
|
|
this.body?.setLinearVelocity(planck.Vec2(this.velocity[0], this.velocity[1]))
|
|
|
|
}
|
|
|
|
getCardinal(): string {
|
|
|
|
const degreesPerDirection = 360 / 8
|
|
|
|
const angle = this.direction + degreesPerDirection / 2
|
|
|
|
|
|
|
|
if (angle >= 0 * degreesPerDirection && angle < 1 * degreesPerDirection) {
|
|
|
|
return 'w'
|
|
|
|
} else if (angle >= 1 * degreesPerDirection && angle < 2 * degreesPerDirection) {
|
|
|
|
return 'nw'
|
|
|
|
} else if (angle >= 2 * degreesPerDirection && angle < 3 * degreesPerDirection) {
|
|
|
|
return 'n'
|
|
|
|
} else if (angle >= 3 * degreesPerDirection && angle < 4 * degreesPerDirection) {
|
|
|
|
return 'ne'
|
|
|
|
} else if (angle >= 4 * degreesPerDirection && angle < 5 * degreesPerDirection) {
|
|
|
|
return 'e'
|
|
|
|
} else if (angle >= 5 * degreesPerDirection && angle < 6 * degreesPerDirection) {
|
|
|
|
return 'se'
|
|
|
|
} else if (angle >= 6 * degreesPerDirection && angle < 7 * degreesPerDirection) {
|
|
|
|
return 's'
|
|
|
|
}
|
|
|
|
return 'sw'
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
export function isPlayerEntity(o: any): o is PlayerEntity {
|
|
|
|
return o.act
|
|
|
|
}
|