Make gun rotation a system

This commit is contained in:
2026-02-05 11:17:06 -08:00
parent c708dadde0
commit 418fd716b0

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@@ -225,6 +225,9 @@ const Ships = [{ entity_id: "ship1" }];
const Velocity = {};
const Position = {};
const Acceleration = {};
const AngularAcceleration = {};
const AngularVelocity = {};
const Degrees = {};
// Points = {
// "wall_1": "0,0 2,0 1,1",
@@ -232,6 +235,37 @@ const Acceleration = {};
// };
// systems
const Rotate = (() => {
const metersPerMillisecond = 0.001;
return {
update: ({ entity_id }, elapsed) => {
const angularVel = AngularVelocity[entity_id];
const angularAcc = AngularAcceleration[entity_id];
const degrees = Degrees[entity_id];
let angularVelocity = angularVel + angularAcc;
const friction = 0.05;
const limit = 3;
if (angularVelocity > 0) {
if (angularVelocity > limit) angularVelocity = limit;
angularVelocity -= angularVelocity > friction ? friction : angularVelocity;
} else if (angularVelocity < 0) {
if (angularVelocity < -limit) angularVelocity = -limit;
angularVelocity += -angularVelocity > friction ? friction : -angularVelocity;
}
const turnRadians = elapsed * angularVelocity * metersPerMillisecond;
const radians = degrees * Math.PI / 180; // toFixed(15)?
const dDelta = turnRadians * 180 / Math.PI;
AngularVelocity[entity_id] = angularVelocity;
Degrees[entity_id] = degrees + dDelta;
}
};
})();
const Move = (() => {
const metersPerMillisecond = 0.001;
@@ -934,34 +968,26 @@ function init() {
s.position = { x: 3, y: -6 };
s.velocity = { x: 0, y: 0 };
// s.velocity = { x: 10, y: 20 };
// s.velocity = { x: -20, y: 40 };
// s.velocity = { x: -1, y: 2 };
s.angularVelocity = 0;
// s. velocity = { x: -5*mult, y: 7*mult };
// drawCircle(0, 0);
// s.acceleration = { x: -1, y: 2 };
// s.acceleration = { x: -2, y: 2 };
s.acceleration = { x: 0, y: 0 };
Ships.forEach(({ entity_id }) => {
// Acceleration[entity_id] = s.acceleration;
// Velocity[entity_id] = s.velocity;
// Position[entity_id] = s.position;
Acceleration[entity_id] = { x: s.acceleration.x, y: s.acceleration.y };
Velocity[entity_id] = { x: s.velocity.x, y: s.velocity.y };
Position[entity_id] = { x: s.position.x, y: s.position.y };
});
s.angularAcceleration = 0;
s.rotate = 0;
s.angularVelocity = 0;
s.degrees = 0;
s.collision = null;
s.isLanded = false;
s.gearDown = false;
Ships.forEach(({ entity_id }) => {
Acceleration[entity_id] = { x: s.acceleration.x, y: s.acceleration.y };
Velocity[entity_id] = { x: s.velocity.x, y: s.velocity.y };
Position[entity_id] = { x: s.position.x, y: s.position.y };
AngularAcceleration[entity_id] = s.angularAcceleration;
AngularVelocity[entity_id] = s.angularVelocity;
Degrees[entity_id] = s.degrees;
});
[...edgeContainer.children].forEach(c => c.remove());;
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
@@ -1192,22 +1218,9 @@ function lineIntxnPt({ x1, y1, x2, y2 }, { x1: x3, y1: y3, x2: x4, y2: y4 }) {
function updateShip(s, elapsed) {
// const gravity = 0.25;
const gravity = 0;
// if (rotate > 0) {
// s.degrees = (s.degrees + rotationSpeed * elapsed) % 360;
// } else if (rotate < 0) {
// s.degrees = (s.degrees - rotationSpeed * elapsed) % 360;
// }
gun.style.transform = `rotate(${s.degrees}deg)`;
const { x: px, y: py } = s.position;
const { x: vx, y: vy } = s.velocity;
// const { x: ax, y: ay } = s.acceleration;
let { x: ax, y: ay } = s.acceleration;
const angularVel = s.angularVelocity;
const angularAcc = s.angularAcceleration;
const degrees = s.degrees;
ay += gravity;
s.velocity = {
@@ -1215,19 +1228,6 @@ function updateShip(s, elapsed) {
y: vy > 0 && vy + ay <= 0 ? 0 : vy + ay
};
s.angularVelocity = angularVel + angularAcc;
const friction = 0.05;
const limit = 3;
if (s.angularVelocity > 0) {
if (s.angularVelocity > limit) s.angularVelocity = limit;
s.angularVelocity -= s.angularVelocity > friction ? friction : s.angularVelocity;
} else if (s.angularVelocity < 0) {
if (s.angularVelocity < -limit) s.angularVelocity = -limit;
s.angularVelocity += -s.angularVelocity > friction ? friction : -s.angularVelocity;
}
velIndic.setAttribute('x2', s.velocity.x);
velIndic.setAttribute('y2', s.velocity.y);
acclIndic.setAttribute('x2', s.acceleration.x);
@@ -1242,11 +1242,6 @@ function updateShip(s, elapsed) {
const p = { x: pDelta.x + px, y: pDelta.y + py };
const turnRadians = elapsed * s.angularVelocity * metersPerMillisecond;
const radians = degrees * Math.PI / 180; // toFixed(15)?
const dDelta = turnRadians * 180 / Math.PI;
s.degrees = degrees + dDelta;
current = s.collision;
// s.collision = detectCollision([px, py], p, s.velocity, s.radius, map, s.gearDown);
@@ -1384,6 +1379,7 @@ function animate(timestamp) {
// Move.update(Ships[0], elapsed);
Ships.forEach(({ entity_id }) => {
Move.update({ entity_id }, elapsed);
Rotate.update({ entity_id }, elapsed);
});
let newPos = updateShip(s, elapsed);
@@ -1394,6 +1390,8 @@ function animate(timestamp) {
positionEl.innerText = `${newPos.x},${newPos.y}`;
velocityEl.innerText = `${newVel.x},${newVel.y}`;
gun.style.transform = `rotate(${Degrees[Ships[0].entity_id]}deg)`;
// updateEdges(position);
if (drawCollisionLines) updateTriangles(position);
@@ -1486,6 +1484,7 @@ document.addEventListener("keydown", function(e) {
if (!rotateCCWPressed) {
rotateCCWPressed = true;
s.angularAcceleration -= torque;
AngularAcceleration[entity_id] -= torque;
}
break;
case "KeyE":
@@ -1493,6 +1492,7 @@ document.addEventListener("keydown", function(e) {
if (!rotateCWPressed) {
rotateCWPressed = true;
s.angularAcceleration += torque;
AngularAcceleration[entity_id] += torque;
}
break;
case "KeyP": // Pause
@@ -1550,6 +1550,7 @@ document.addEventListener("keyup", function(e) {
if (rotateCCWPressed) {
rotateCCWPressed = false;
s.angularAcceleration += torque;
AngularAcceleration[entity_id] += torque;
}
break;
case "KeyE":
@@ -1557,6 +1558,7 @@ document.addEventListener("keyup", function(e) {
if (rotateCWPressed) {
rotateCWPressed = false;
s.angularAcceleration -= torque;
AngularAcceleration[entity_id] -= torque;
}
break;
}

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