Fix cannon length
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@@ -107,7 +107,7 @@
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<!-- <polygon class="wall inverse" points="-160,-40 -170,-120 40,-110 170,-120 160,40 170,130 -40,110 -170,120" /> -->
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<g id="player" class="ship">
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<line id="cannon" x1="0" y1="0" x2="3" y2="0" stroke="black"/>
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<line id="cannon" x1="0" y1="0" x2="8" y2="0" stroke="black"/>
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<circle id="body" cx="0" cy="0" r="5"/>
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<line id="velocity-indicator" x1="0" y1="0" x2="0" y2="0"/>
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<line id="acceleration-indicator" x1="0" y1="0" x2="0" y2="0"/>
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@@ -468,8 +468,8 @@ const Move = (() => {
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const edgeSeg = getEdgeCollisionBoundary(edge, dist);
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const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
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console.log("edge", edge);
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console.log("edgeSeg", edgeSeg);
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// console.log("edge", edge);
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// console.log("edgeSeg", edgeSeg);
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const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
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const { xa: x3, ya: y3, xb: x4, yb: y4 } = edgeSeg;
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@@ -565,7 +565,7 @@ const Move = (() => {
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const ysrOff = Math.round(y1r + (sr - 1) * (y2r - y1r)) / 100;
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collision.position = { x: xsrOff, y: ysrOff };
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drawLine(x3, y3, x4, y4, "red");
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// drawLine(x3, y3, x4, y4, "red");
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return true;
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}
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}
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@@ -850,13 +850,13 @@ const Move = (() => {
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// console.log("velocity", Velocity[entity_id]);
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// console.log("current position", px, py);
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drawCircle(px, py, "pink");
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// drawCircle(px, py, "pink");
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// console.log("contact.position", contact.position, "dett");
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drawCircle(contact.position.x, contact.position.y, "limegreen");
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// drawCircle(contact.position.x, contact.position.y, "limegreen");
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// console.log("intended next position", p);
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drawCircle(p.x, p.y, "red");
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// drawCircle(p.x, p.y, "red");
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let newP = {
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// x: contact.position.x + elapsed * prVonNx * metersPerMillisecond,
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@@ -903,7 +903,7 @@ const Move = (() => {
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// if an edge passes through a point, is that point in the wall's fill? yes
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// so touching a wall is technically being in its fill
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drawCircle(newP.x, newP.y, "black");
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// drawCircle(newP.x, newP.y, "black");
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Position[entity_id] = newP;
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}
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Before Width: | Height: | Size: 50 KiB After Width: | Height: | Size: 50 KiB |
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