Add rotation and cardinal sprite usage

This commit is contained in:
Ketchetwahmeegwun T. Southall 2022-01-29 17:06:13 -08:00
parent 5a47ac00e8
commit bef457b399

View File

@ -19,6 +19,7 @@ class Entity {
acceleration: number = 0.5
maxSpeed: number = 4
direction: number = 0
turnRate: number = 10
constructor(ctor: string) {
this.sprite = new SpriteInstance(ctor)
@ -96,29 +97,69 @@ class PlayerEntity extends Entity {
update(delta: number) {
if (this.action) {
// FIXME: Use physics.
let shouldMove = false
switch(this.action.type) {
case 'west':
if (this.velocity[0] > -this.maxSpeed) {
this.velocity[0] -= this.acceleration
if (this.direction !== 0) {
if (this.direction < 180) {
this.direction -= this.turnRate
} else {
this.direction += this.turnRate
}
}
shouldMove = true
break
case 'east':
if (this.velocity[0] < this.maxSpeed) {
this.velocity[0] += this.acceleration
if (this.direction !== 180) {
if (this.direction < 180) {
this.direction += this.turnRate
} else {
this.direction -= this.turnRate
}
}
shouldMove = true
break
case 'north':
if (this.velocity[1] > -this.maxSpeed) {
this.velocity[1] -= this.acceleration
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.velocity[1] < this.maxSpeed) {
this.velocity[1] += this.acceleration
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
@ -126,6 +167,27 @@ class PlayerEntity extends Entity {
// 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'
}
}
function isPlayerEntity(o: any): o is PlayerEntity {
return o.act
@ -187,7 +249,7 @@ export function GameState(ctx: ContextI): StateI {
// Add bogus entity
//addEntity(new PlayerEntity('animals.deer.animal.west.0'), 0, 0)
addEntity(new PlayerEntity('bogus-arrows.player.normal.e.0'), 0, 0)
addEntity(new PlayerEntity('bogus-arrows.player.normal.w.0'), 0, 0)
ctx.app.stage.addChild(rootContainer)
}