Make gun rotation a system
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@@ -225,6 +225,9 @@ const Ships = [{ entity_id: "ship1" }];
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const Velocity = {};
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const Position = {};
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const Acceleration = {};
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const AngularAcceleration = {};
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const AngularVelocity = {};
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const Degrees = {};
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// Points = {
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// "wall_1": "0,0 2,0 1,1",
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@@ -232,6 +235,37 @@ const Acceleration = {};
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// };
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// systems
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const Rotate = (() => {
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const metersPerMillisecond = 0.001;
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return {
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update: ({ entity_id }, elapsed) => {
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const angularVel = AngularVelocity[entity_id];
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const angularAcc = AngularAcceleration[entity_id];
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const degrees = Degrees[entity_id];
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let angularVelocity = angularVel + angularAcc;
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const friction = 0.05;
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const limit = 3;
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if (angularVelocity > 0) {
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if (angularVelocity > limit) angularVelocity = limit;
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angularVelocity -= angularVelocity > friction ? friction : angularVelocity;
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} else if (angularVelocity < 0) {
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if (angularVelocity < -limit) angularVelocity = -limit;
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angularVelocity += -angularVelocity > friction ? friction : -angularVelocity;
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}
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const turnRadians = elapsed * angularVelocity * metersPerMillisecond;
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const radians = degrees * Math.PI / 180; // toFixed(15)?
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const dDelta = turnRadians * 180 / Math.PI;
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AngularVelocity[entity_id] = angularVelocity;
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Degrees[entity_id] = degrees + dDelta;
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}
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};
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})();
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const Move = (() => {
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const metersPerMillisecond = 0.001;
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@@ -934,34 +968,26 @@ function init() {
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s.position = { x: 3, y: -6 };
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s.velocity = { x: 0, y: 0 };
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// s.velocity = { x: 10, y: 20 };
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// s.velocity = { x: -20, y: 40 };
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// s.velocity = { x: -1, y: 2 };
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s.angularVelocity = 0;
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// s. velocity = { x: -5*mult, y: 7*mult };
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// drawCircle(0, 0);
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// s.acceleration = { x: -1, y: 2 };
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// s.acceleration = { x: -2, y: 2 };
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s.acceleration = { x: 0, y: 0 };
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Ships.forEach(({ entity_id }) => {
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// Acceleration[entity_id] = s.acceleration;
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// Velocity[entity_id] = s.velocity;
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// Position[entity_id] = s.position;
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Acceleration[entity_id] = { x: s.acceleration.x, y: s.acceleration.y };
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Velocity[entity_id] = { x: s.velocity.x, y: s.velocity.y };
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Position[entity_id] = { x: s.position.x, y: s.position.y };
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});
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s.angularAcceleration = 0;
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s.rotate = 0;
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s.angularVelocity = 0;
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s.degrees = 0;
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s.collision = null;
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s.isLanded = false;
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s.gearDown = false;
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Ships.forEach(({ entity_id }) => {
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Acceleration[entity_id] = { x: s.acceleration.x, y: s.acceleration.y };
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Velocity[entity_id] = { x: s.velocity.x, y: s.velocity.y };
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Position[entity_id] = { x: s.position.x, y: s.position.y };
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AngularAcceleration[entity_id] = s.angularAcceleration;
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AngularVelocity[entity_id] = s.angularVelocity;
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Degrees[entity_id] = s.degrees;
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});
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[...edgeContainer.children].forEach(c => c.remove());;
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s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
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@@ -1192,22 +1218,9 @@ function lineIntxnPt({ x1, y1, x2, y2 }, { x1: x3, y1: y3, x2: x4, y2: y4 }) {
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function updateShip(s, elapsed) {
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// const gravity = 0.25;
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const gravity = 0;
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// if (rotate > 0) {
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// s.degrees = (s.degrees + rotationSpeed * elapsed) % 360;
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// } else if (rotate < 0) {
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// s.degrees = (s.degrees - rotationSpeed * elapsed) % 360;
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// }
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gun.style.transform = `rotate(${s.degrees}deg)`;
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const { x: px, y: py } = s.position;
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const { x: vx, y: vy } = s.velocity;
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// const { x: ax, y: ay } = s.acceleration;
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let { x: ax, y: ay } = s.acceleration;
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const angularVel = s.angularVelocity;
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const angularAcc = s.angularAcceleration;
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const degrees = s.degrees;
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ay += gravity;
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s.velocity = {
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@@ -1215,19 +1228,6 @@ function updateShip(s, elapsed) {
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y: vy > 0 && vy + ay <= 0 ? 0 : vy + ay
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};
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s.angularVelocity = angularVel + angularAcc;
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const friction = 0.05;
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const limit = 3;
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if (s.angularVelocity > 0) {
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if (s.angularVelocity > limit) s.angularVelocity = limit;
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s.angularVelocity -= s.angularVelocity > friction ? friction : s.angularVelocity;
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} else if (s.angularVelocity < 0) {
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if (s.angularVelocity < -limit) s.angularVelocity = -limit;
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s.angularVelocity += -s.angularVelocity > friction ? friction : -s.angularVelocity;
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}
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velIndic.setAttribute('x2', s.velocity.x);
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velIndic.setAttribute('y2', s.velocity.y);
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acclIndic.setAttribute('x2', s.acceleration.x);
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@@ -1242,11 +1242,6 @@ function updateShip(s, elapsed) {
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const p = { x: pDelta.x + px, y: pDelta.y + py };
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const turnRadians = elapsed * s.angularVelocity * metersPerMillisecond;
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const radians = degrees * Math.PI / 180; // toFixed(15)?
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const dDelta = turnRadians * 180 / Math.PI;
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s.degrees = degrees + dDelta;
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current = s.collision;
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// s.collision = detectCollision([px, py], p, s.velocity, s.radius, map, s.gearDown);
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@@ -1384,6 +1379,7 @@ function animate(timestamp) {
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// Move.update(Ships[0], elapsed);
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Ships.forEach(({ entity_id }) => {
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Move.update({ entity_id }, elapsed);
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Rotate.update({ entity_id }, elapsed);
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});
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let newPos = updateShip(s, elapsed);
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@@ -1394,6 +1390,8 @@ function animate(timestamp) {
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positionEl.innerText = `${newPos.x},${newPos.y}`;
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velocityEl.innerText = `${newVel.x},${newVel.y}`;
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gun.style.transform = `rotate(${Degrees[Ships[0].entity_id]}deg)`;
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// updateEdges(position);
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if (drawCollisionLines) updateTriangles(position);
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@@ -1486,6 +1484,7 @@ document.addEventListener("keydown", function(e) {
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if (!rotateCCWPressed) {
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rotateCCWPressed = true;
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s.angularAcceleration -= torque;
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AngularAcceleration[entity_id] -= torque;
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}
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break;
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case "KeyE":
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@@ -1493,6 +1492,7 @@ document.addEventListener("keydown", function(e) {
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if (!rotateCWPressed) {
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rotateCWPressed = true;
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s.angularAcceleration += torque;
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AngularAcceleration[entity_id] += torque;
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}
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break;
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case "KeyP": // Pause
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@@ -1550,6 +1550,7 @@ document.addEventListener("keyup", function(e) {
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if (rotateCCWPressed) {
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rotateCCWPressed = false;
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s.angularAcceleration += torque;
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AngularAcceleration[entity_id] += torque;
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}
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break;
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case "KeyE":
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@@ -1557,6 +1558,7 @@ document.addEventListener("keyup", function(e) {
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if (rotateCWPressed) {
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rotateCWPressed = false;
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s.angularAcceleration -= torque;
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AngularAcceleration[entity_id] -= torque;
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}
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break;
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}
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 52 KiB |
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