Restart if ship touches wall

This commit is contained in:
2025-12-19 16:48:41 -08:00
parent fcbae33d51
commit 598ecde00e

View File

@@ -57,6 +57,10 @@
fill: white; fill: white;
stroke: red; stroke: red;
} }
#legs {
display: none;
}
</style> </style>
<rect id="bg" x="-200" y="-150" width="400" height="300"/> <rect id="bg" x="-200" y="-150" width="400" height="300"/>
@@ -66,10 +70,14 @@
<g class="ship"> <g class="ship">
<line id="cannon" x1="0" y1="0" x2="0" y2="8" stroke="black"/> <line id="cannon" x1="0" y1="0" x2="0" y2="8" stroke="black"/>
<circle id="body" cx="0" cy="0" r="5"/> <circle id="body" cx="0" cy="0" r="5"/>
<g id="legs">
<path d="M 3 2 l 2 2 v 2 m -2 0 h 4" stroke="black" fill="none" />
<path d="M -3 2 l -2 2 v 2 m -2 0 h 4" stroke="black" fill="none" />
</g>
</g> </g>
</g> </g>
<polygon id="wall" points="-20,-30 -10,-40 30,-50 60,-30 80,0 150,0 150,10 60,50 -10,40 -20,20 20,20 20,-20" /> <polygon id="wall" points="-10,-30 -10,-40 30,-50 60,-30 80,0 150,0 150,10 60,50 -10,40 -20,20 20,20 20,-20" />
<!-- <rect id="rect1" x="30" y="30" width="20" height="20"/> --> <!-- <rect id="rect1" x="30" y="30" width="20" height="20"/> -->
<g id="lines"> <g id="lines">
</g> </g>
@@ -79,6 +87,7 @@
<foreignObject x="-200" y="-150" width="100%" height="100%"> <foreignObject x="-200" y="-150" width="100%" height="100%">
<div id="frames" xmlns="http://www.w3.org/1999/xhtml"> <div id="frames" xmlns="http://www.w3.org/1999/xhtml">
<span id="time" xmlns="http://www.w3.org/1999/xhtml">0</span> s
<span id="fps" xmlns="http://www.w3.org/1999/xhtml">0</span> fps <span id="fps" xmlns="http://www.w3.org/1999/xhtml">0</span> fps
</div> </div>
@@ -109,6 +118,7 @@
const maxSpeed = 100; const maxSpeed = 100;
const fps = document.querySelector("#fps"); const fps = document.querySelector("#fps");
const time = document.querySelector("#time");
const info = document.querySelector("#debug"); const info = document.querySelector("#debug");
const ship = document.querySelector(".ship"); const ship = document.querySelector(".ship");
const gun = ship.querySelector('#cannon'); const gun = ship.querySelector('#cannon');
@@ -135,19 +145,6 @@
return [+x, +y]; return [+x, +y];
}); });
// console.log("points", points);
const lineContainer = document.querySelector('#lines');
// points.forEach(([x, y]) => {
// const el = document.createElementNS(namespaceURIsvg, 'line');
// el.setAttribute('x1', x);
// el.setAttribute('y1', y);
// el.setAttribute('x2', x);
// el.setAttribute('y2', y);
// lineContainer.appendChild(el)
// });
const triangleContainer = document.querySelector('#lines'); const triangleContainer = document.querySelector('#lines');
const trianglePts = points.map((pt, i) => [pt, points[(i + 1) % points.length]]); const trianglePts = points.map((pt, i) => [pt, points[(i + 1) % points.length]]);
@@ -190,9 +187,11 @@
const db = distance(bx, by, shipx, shipy); const db = distance(bx, by, shipx, shipy);
const dc = distance(ax, ay, bx, by); const dc = distance(ax, ay, bx, by);
const alpha = Math.acos((db**2 + dc**2 - da**2) / (2 * db * dc)); // https://en.wikipedia.org/wiki/Law_of_cosines
const beta = Math.acos((da**2 + dc**2 - db**2) / (2 * da * dc)); // Solve for angles α and β with inverse cosine (arccosine)
isAcute = alpha < PI && beta < PI; const α = Math.acos((db ** 2 + dc ** 2 - da ** 2) / (2 * db * dc));
const β = Math.acos((da ** 2 + dc ** 2 - db ** 2) / (2 * da * dc));
isAcute = α < PI && β < PI;
} }
if (pos !== attr.pop()) { if (pos !== attr.pop()) {
@@ -202,19 +201,11 @@
t.classList[isClockwise && isAcute ? "add" : "remove"](className); t.classList[isClockwise && isAcute ? "add" : "remove"](className);
if (isClockwise && isAcute) visible.push(t); if (isClockwise && isAcute) visible.push(t);
// return isClockwise ? [t, ...acc] : acc;
// i think i can also discard obtuse triangles?
// if all the triangles are obtuse, i only need to check the nearest corner for a collision
// otherwise, i need to check only the acute triangles
}); });
return visible; return visible;
} }
const lines = lineContainer.querySelectorAll('line');
function wrapPos(positionX, positionY) { function wrapPos(positionX, positionY) {
let x, y; let x, y;
@@ -314,8 +305,12 @@
requestAnimationFrame(firstFrame); requestAnimationFrame(firstFrame);
let start;
let restart = false;
function firstFrame(timestamp) { function firstFrame(timestamp) {
zero = timestamp; zero = timestamp;
zeroForTimer = timestamp;
previous = timestamp; previous = timestamp;
animate(timestamp); animate(timestamp);
} }
@@ -326,6 +321,8 @@
function animate(timestamp) { function animate(timestamp) {
const delta = timestamp - zero; const delta = timestamp - zero;
time.innerText = ((timestamp - zeroForTimer) * 0.001).toFixed(3);
// time.innerText = time.inner
const elapsed = timestamp - previous; const elapsed = timestamp - previous;
previous = timestamp; previous = timestamp;
@@ -349,8 +346,8 @@
if (rotate > 0) gun.style.transform = `rotate(${(+degrees + rotationSpeed * elapsed) % 360}deg)`; if (rotate > 0) gun.style.transform = `rotate(${(+degrees + rotationSpeed * elapsed) % 360}deg)`;
else if (rotate < 0) gun.style.transform = `rotate(${(+degrees - rotationSpeed * elapsed) % 360}deg)`; else if (rotate < 0) gun.style.transform = `rotate(${(+degrees - rotationSpeed * elapsed) % 360}deg)`;
let [velocityX, velocityY] = velocity; let [velocityX, velocityY] = restart ? [0, 0] : velocity;
let [accelerationX, accelerationY] = acceleration; let [accelerationX, accelerationY] = restart ? [0, 0] : acceleration;
if (velocityX > 0) accelerationX += -friction; if (velocityX > 0) accelerationX += -friction;
else if (velocityX < 0) accelerationX += friction; else if (velocityX < 0) accelerationX += friction;
@@ -372,7 +369,8 @@
const changeY = 0.001 * elapsed * velocityY; const changeY = 0.001 * elapsed * velocityY;
let [x, y] = getTranslate(hitbox); let [x, y] = getTranslate(hitbox);
let position = [positionX, positionY] = wrapPos(changeX + x, changeY + y); let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y);
if (restart) restart = false;
updateBullets(elapsed); updateBullets(elapsed);
// updateLines(position); // updateLines(position);
@@ -437,6 +435,14 @@
wall.setAttribute('fill', cornerCollision || sideCollision ? 'red' : 'black'); wall.setAttribute('fill', cornerCollision || sideCollision ? 'red' : 'black');
hitbox.style.transform = `translate(${positionX}px, ${positionY}px)`; hitbox.style.transform = `translate(${positionX}px, ${positionY}px)`;
if (cornerCollision || sideCollision) {
// restart game
zeroForTimer = timestamp;
restart = true;
// position = [0, 0];
// acceleration = [0, 0];
}
// if (+y < 200) // if (+y < 200)
// if (timestamp < 10000) // if (timestamp < 10000)
requestAnimationFrame(t => animate(t)); requestAnimationFrame(t => animate(t));

Before

Width:  |  Height:  |  Size: 19 KiB

After

Width:  |  Height:  |  Size: 19 KiB