WIP: Bouncing working but still not perfect
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@@ -556,22 +556,22 @@ const Move = (() => {
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if (contact.corner) {
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contact.position = cornerContactPosition(p.x, p.y, px, py, contact.corner, s.radius);
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console.log("contact position", contact.position);
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drawLine(contact.position.x, contact.position.y, contact.position.x + vx, contact.position.y + vy, "blue");
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// console.log("contact position", contact.position);
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// drawLine(contact.position.x, contact.position.y, contact.position.x + vx, contact.position.y + vy, "blue");
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const contactV = { x: contact.position.y - contact.corner.y, y: contact.position.x - contact.corner.x };
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console.log("contactV", contactV);
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// console.log("contactV", contactV);
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const normalVect = { x: contact.position.x - contact.corner.x, y: contact.position.y - contact.corner.y };
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console.log("normal vector", normalVect);
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drawLine(contact.corner.x, contact.corner.y, contact.corner.x + normalVect.x, contact.corner.y + normalVect.y, "black");
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// console.log("normal vector", normalVect);
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// drawLine(contact.corner.x, contact.corner.y, contact.corner.x + normalVect.x, contact.corner.y + normalVect.y, "black");
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const tangentVect = { x: normalVect.y, y: -normalVect.x };
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drawLine(contact.position.x, contact.position.y, contact.position.x + tangentVect.x, contact.position.y + tangentVect.y, "green");
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// drawLine(contact.position.x, contact.position.y, contact.position.x + tangentVect.x, contact.position.y + tangentVect.y, "green");
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contact.velocity = bounceVector(v, tangentVect.x, tangentVect.y);
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console.log("tangent vector", tangentVect);
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// console.log("tangent vector", tangentVect);
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drawLine(contact.position.x, contact.position.y, contact.position.x + contact.velocity.x, contact.position.y + contact.velocity.y, "blue");
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// drawLine(contact.position.x, contact.position.y, contact.position.x + contact.velocity.x, contact.position.y + contact.velocity.y, "blue");
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// Velocity[entity_id] = { x: 0, y: 0 };
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Velocity[entity_id] = contact.velocity;
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@@ -585,23 +585,26 @@ const Move = (() => {
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const rise = contact.edge.yb-contact.edge.ya;
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const run = contact.edge.xb-contact.edge.xa;
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drawLine(p.x - v.x, p.y - v.y, p.x, p.y, "blue"); // velocity vector
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// drawLine(p.x - v.x, p.y - v.y, p.x, p.y, "blue"); // velocity vector
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const det = v.x * rise - v.y * run;
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drawLine(contact.edge.xa, contact.edge.ya, contact.edge.xb, contact.edge.yb, "green"); // edge vector
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// drawLine(contact.edge.xa, contact.edge.ya, contact.edge.xb, contact.edge.yb, "green"); // edge vector
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// contact.velocity = { x: prAvx - prBvx, y: prAvy - prBvy };
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contact.velocity = bounceVector(v, run, rise);
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// edge normal vector
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drawLine(p.x, p.y, p.x + contact.velocity.vec2.rightNormal.x , p.y + contact.velocity.vec2.rightNormal.y, "black");
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// drawLine(p.x, p.y, p.x + contact.velocity.vec2.rightNormal.x , p.y + contact.velocity.vec2.rightNormal.y, "black");
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// bounced velocity vector
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drawLine(p.x, p.y, p.x + contact.velocity.x, p.y + contact.velocity.y, "blue");
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// drawLine(p.x, p.y, p.x + contact.velocity.x, p.y + contact.velocity.y, "blue");
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if (det < 0) {
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// moving towards edge
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Velocity[entity_id] = contact.velocity;
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// Velocity[entity_id] = { x: 0, y: 0 };
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Position[entity_id] = contact.position;
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} else {
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// moving away from edge
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Velocity[entity_id] = { x: v.x, y: v.y };
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Position[entity_id] = { x: p.x, y: p.y };
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}
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@@ -694,10 +697,10 @@ function init() {
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started = false;
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const mult = 10;
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s.position = { x: 0, y: -10 };
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s.position = { x: 0, y: -8 };
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// s.velocity = { x: 0, y: -10 };
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// s.velocity = { x: 10, y: 20 };
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s.velocity = { x: 5, y: 0 };
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s.velocity = { x: 10, y: 20 };
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s.angularVelocity = 0;
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// s. velocity = { x: -5*mult, y: 7*mult };
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@@ -1264,7 +1267,7 @@ function updateShip(s, elapsed) {
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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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if (!current && s.collision) console.log("COLLISION", s.collision);
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// if (!current && s.collision) console.log("COLLISION", s.collision);
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legs.style.display = s.gearDown ? "initial" : "none";
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 52 KiB |
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