Detect corner collisions

This commit is contained in:
2025-12-18 18:08:46 -08:00
parent 29588b36d4
commit 8b89673b6f

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@@ -17,7 +17,6 @@
.ship rect {
fill: green;
transform: translate(-7.5px, -5px);
}
.ship circle {
@@ -55,12 +54,12 @@
<g>
<g class="hitbox">
<g class="ship">
<circle cx="0" cy="0" r="5"/>
<line x1="0" y1="0" x2="0" y2="8" stroke="black"/>
<circle cx="0" cy="0" r="5"/>
</g>
</g>
<polygon points="-20,-20 -20,-30 30,-30 30,30 -20,30 -20,20 20,20 20,-20" />
<polygon id="wall" points="-20,-20 -20,-30 30,-30 30,30 -20,30 -20,20 20,20 20,-20" />
<!-- <rect id="rect1" x="30" y="30" width="20" height="20"/> -->
<g id="lines">
</g>
@@ -103,6 +102,8 @@
const info = document.querySelector("#debug");
const ship = document.querySelector(".ship");
const gun = ship.querySelector('line');
const shipBody = ship.querySelector("circle");
const hitbox = document.querySelector(".hitbox");
const bulletsContainer = document.querySelector("#bullets");
@@ -116,13 +117,16 @@
const fireButton = document.querySelector("#fire");
const pt = document.querySelector('svg').createSVGPoint();
const polygon = document.querySelector('polygon');
const cornerPt = document.querySelector('svg').createSVGPoint();
const wall = document.querySelector('#wall');
const points = polygon.getAttribute('points').split(' ').map(coords => {
const points = wall.getAttribute('points').split(' ').map(coords => {
const [x, y] = coords.split(',');
return [+x, +y];
});
// console.log("points", points);
const lineContainer = document.querySelector('#lines');
// points.forEach(([x, y]) => {
@@ -156,7 +160,11 @@
triangles.forEach(t => {
const attr = t.getAttribute('points').split(delim);
const [[xa, ya], [xb, yb], [xc, yc]] = attr.map(t => t.split(','));
// https://en.wikipedia.org/wiki/Curve_orientation#Practical_considerations
// Determinant for a convex polygon
const det = (+xb - +xa) * (+yc - +ya) - (+xc - +xa) * (+yb - +ya);
const pos = `${positionX},${positionY}`;
const cwOrientation = det < 0;
@@ -332,14 +340,26 @@
// updateLines(position);
updateTriangles(position);
pt.x = positionX;
pt.y = positionY;
// can do this after side collision detection
// const ts = updateTriangles(position);
// const corners = ts.reduce((acc, t) => {
// const [a, b,] = t.getAttribute('points').split(' ');
// // return p.map(t => t.split(','));
// // acc.push(a);
// // acc.push(b);
// return [a, b, ...acc];
// }, []);
//
// const uniqueCorners = [...new Set(corners)].map(n => n.split(',').map(n => +n));
if (polygon.isPointInFill(pt))
polygon.setAttribute('fill', 'red');
else
polygon.setAttribute('fill', 'black');
const cornerCollision = points.some(([x, y]) => {
cornerPt.x = x - positionX;
cornerPt.y = y - positionY;
return shipBody.isPointInFill(cornerPt);
});
wall.setAttribute('fill', cornerCollision ? 'red' : 'black');
hitbox.style.transform = `translate(${positionX}px, ${positionY}px)`;
// if (+y < 200)

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