WIP: draw normal lines
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@@ -63,10 +63,6 @@
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display: none;
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}
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line:not(#cannon) {
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stroke: green;
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}
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.wall {
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opacity: 0.5;
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}
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@@ -74,6 +70,21 @@
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.wall.inverse {
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fill: gray;
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}
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line:not(#cannon) {
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stroke: green;
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stroke-width: 0.5px;
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}
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line#velocity-indicator {
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stroke: blue;
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/* stroke-width: 1px; */
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}
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line#acceleration-indicator {
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stroke: maroon;
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/* stroke-width: 0.5px; */
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}
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</style>
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<rect id="bg" x="-200" y="-150" width="400" height="300"/>
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@@ -83,6 +94,8 @@
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<g class="ship">
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<line id="cannon" x1="0" y1="0" x2="0" y2="8" 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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<g id="legs">
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<path d="M 3 2 l 2 2 v 2 m -2 0 h 4" stroke="black" fill="none" />
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<path d="M -3 2 l -2 2 v 2 m -2 0 h 4" stroke="black" fill="none" />
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@@ -113,6 +126,7 @@
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<g id="triangles"></g>
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<g id="edges"></g>
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<g id="lines"></g>
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<g id="bullets"></g>
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<foreignObject x="-200" y="-150" width="100%" height="100%">
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@@ -161,9 +175,11 @@
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let acceleration; // meters per second per second
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let rotate = 0;
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let mult = 10;
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const s = {
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position: { x: 0, y: 0 },
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velocity: { x: 0, y: 0 },
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velocity: { x: 0.25 * mult, y: 1 * mult },
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acceleration: { x: 0, y: 0 },
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rotate: 0,
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collision: null,
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@@ -190,7 +206,10 @@
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const walls = document.querySelectorAll('.wall');
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const bulletsContainer = document.querySelector("#bullets");
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const triangleContainer = document.querySelector('#triangles');
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const linesContainer = document.querySelector("#lines");
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const edgeContainer = document.querySelector('#edges');
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const velIndic = document.querySelector('#velocity-indicator');
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const acclIndic = document.querySelector('#acceleration-indicator');
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const bulletPt = svg.createSVGPoint();
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const cornerPt = svg.createSVGPoint();
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@@ -517,7 +536,7 @@
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return edge || actualCorner;
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}
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function updateShip(s, elapsed) {
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function updateShip(s, elapsed, collE) {
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const degrees = getRotate(gun);
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if (rotate > 0) gun.style.transform = `rotate(${(+degrees + rotationSpeed * elapsed) % 360}deg)`;
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else if (rotate < 0) gun.style.transform = `rotate(${(+degrees - rotationSpeed * elapsed) % 360}deg)`;
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@@ -542,6 +561,10 @@
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//
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// if (velocity[1] > maxSpeed) velocity[1] = maxSpeed;
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// else if (velocity[1] < -maxSpeed) velocity[1] = -maxSpeed
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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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acclIndic.setAttribute('y2', s.acceleration.y);
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const changeX = 0.001 * elapsed * velocityX;
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const changeY = 0.001 * elapsed * velocityY;
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@@ -550,7 +573,9 @@
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let { x, y } = s.position;
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let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y);
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let [xc, yc] = position;
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s.collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), getCollisionEdges(edgeszz, position));
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// const collE = getCollisionEdges(edgeszz, position);
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// console.log("collision edges", collE);
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s.collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), collE);
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// if (s.collision) {
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// find final position of ship
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@@ -615,7 +640,7 @@
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// s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
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// console.log("ship landed", s, "edge", s.collision.edge.ya);
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if (s.collision) {
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console.log("a");
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// console.log("a");
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s.velocity = { x: 0, y: 0 };
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const baseSlope = slope(s.collision.edge);
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const normalSlope = 1 / -baseSlope;
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@@ -627,21 +652,20 @@
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el.setAttribute('y1', foot.y);
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el.setAttribute('x2', s.position.x);
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el.setAttribute('y2', s.position.y);
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console.log("foot", foot, "line", el);
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const [posX, posY] = [5 * Math.sin(radAngle), 5 * Math.cos(radAngle)];
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// console.log("foot", foot, "line", el, "length", el.getTotalLength());
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svg.appendChild(el);
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const collPt = el.getPointAtLength(5);
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// let l = drawLine(foot.x, foot.y, foot.x - posX, foot.y - posY);
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let l = drawLine(foot.x, foot.y, foot.x - posY, foot.y - posX);
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// let l = drawLine(foot.x, foot.y, foot.x - posY, foot.y - posX);
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// s.position = { x: foot.x - posY, y: foot.y - posX };
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s.position = { x: collPt.x, y: collPt.y };
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console.log("line length", el.getTotalLength(), el, s.position);
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console.log("line length", l.getTotalLength(), l, foot.x - posY, foot.y - posX);
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// console.log("ship position", s.position);
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// console.log("line length", l.getTotalLength(), l, foot.x - posY, foot.y - posX);
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s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
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} else {
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console.log("c");
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// console.log("c");
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s.position = { x: positionX, y: positionY }
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s.node.style.transform = `translate(${positionX}px, ${positionY}px)`;
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@@ -667,6 +691,45 @@
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});
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}
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function updateLines(elapsed, edges) {
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// console.log("velocity", s.velocity);
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// console.log("collision", s.collision);
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// console.log("edges", edges);
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// const edgeIds = [...linesContainer.children].map(c => c.id);
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const edgeIds = edges.map(({edge: { xa, ya, xb, yb }}) => `normal${xa}-${ya}-${xb}-${yb}`);
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const nodes = [...linesContainer.children];
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// console.log("EDGE IDS", edgeIds, "NODES", nodes);
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nodes.forEach(n => {
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if (!edgeIds.includes(n.id)) n.remove();
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});
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edges.forEach(({ edge: { xa, ya, xb, yb }}) => {
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const id = `normal${xa}-${ya}-${xb}-${yb}`;
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// console.log("ID", id);
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const n = linesContainer.querySelector(`#${id}`);
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// console.log("NNNNNNNNNNNNNNNN", n);
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const el = n ? n : document.createElementNS(namespaceURIsvg, 'line');
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const baseSlope = slope({ xa, ya, xb, yb });
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console.log("base slope", baseSlope);
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const intx = perpIntxn(baseSlope, xa, ya, s.position.x, s.position.y);
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console.log(intx);
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el.setAttribute('x2', intx.x);
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el.setAttribute('y2', intx.y);
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el.setAttribute('x1', s.position.x);
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el.setAttribute('y1', s.position.y);
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if (!n) {
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el.setAttribute('id', `normal${xa}-${ya}-${xb}-${yb}`);
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linesContainer.appendChild(el);
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}
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return el;
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});
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}
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function init(edgePts) {
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started = false;
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position = [0, 0]; // meters
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@@ -712,9 +775,13 @@
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}
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// position = updateShip(s, elapsed);
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updateShip(s, elapsed);
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const collE = getCollisionEdges(edgeszz, position);
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updateShip(s, elapsed, collE);
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console.log("S POSITION", s.position);
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updateBullets(elapsed);
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// updateEdges(position);
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updateLines(elapsed, collE);
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if (drawCollisionLines) updateTriangles(position);
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// const collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), getCollisionEdges(edgeszz, position));
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Before Width: | Height: | Size: 29 KiB After Width: | Height: | Size: 32 KiB |
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