WIP
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@@ -87,7 +87,7 @@
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}
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#lines circle {
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fill: white;
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fill: purple;
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}
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</style>
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@@ -541,8 +541,12 @@
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return edge || actualCorner;
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}
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function lineIntxnPt(l1, l2) {
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return { x: 0, y: 0 };
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function lineIntxnPt({ x1, y1, x2, y2 }, {x1: x3, y1: y3, x2: x4, y2: y4 }) {
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// https://en.wikipedia.org/wiki/Line%E2%80%93line_intersection#Given_two_points_on_each_line
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const x = ((x1*y2-y1*x2)*(x3-x4)-(x1-x2)*(x3*y4-y3*x4))/((x1-x2)*(y3-y4)-(y1-y2)*(x3-x4));
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const y = ((x1*y2-y1*x2)*(y3-y4)-(y1-y2)*(x3*y4-y3*x4))/((x1-x2)*(y3-y4)-(y1-y2)*(x3-x4));
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// const y = (() * () - () * ()) / (() * () - () * ());
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return { x: x, y: y };
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}
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function updateShip(s, elapsed, collE) {
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@@ -580,12 +584,15 @@
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// console.log("ship position", s.position);
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let { x, y } = s.position;
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console.log("current position", x, y);
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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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// 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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console.log("future position", xc, yc);
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// if (s.collision) {
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// find final position of ship
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@@ -661,17 +668,28 @@
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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("future position", el, el.getTotalLength());
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el.setAttribute('x2', xc);
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el.setAttribute('y2', yc);
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// console.log("current position", el, el.getTotalLength());
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// console.log("foot", foot, "line", el, "length", el.getTotalLength());
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svg.appendChild(el);
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// console.log(el, el.getTotalLength());
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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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// 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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// s.position = { x: collPt.x, y: collPt.y };
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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.position = { x: xc, y: yc }
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s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
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} else {
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// console.log("c");
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@@ -700,7 +718,7 @@
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});
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}
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function updateLines(elapsed, edges) {
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function updateLines(elapsed, edges, currentPos, futurePos) {
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// console.log("velocity", s.velocity);
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// console.log("collision", s.collision);
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// console.log("edges", edges);
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@@ -715,6 +733,8 @@
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if (!edgeIds.includes(n.id)) n.remove();
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});
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console.log("update lines", currentPos, futurePos);
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edges.forEach(({ edge: { xa, ya, xb, yb }}) => {
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const id = `normal${xa}-${ya}-${xb}-${yb}`;
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const g = linesContainer.querySelector(`#${id}`) || document.createElementNS(namespaceURIsvg, 'g');
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@@ -723,18 +743,44 @@
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star.setAttribute('r', 1);
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const baseSlope = slope({ xa, ya, xb, yb });
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const intx = perpIntxn(baseSlope, xa, ya, s.position.x, s.position.y);
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const edge = { xa: -10, ya: 20, xb: 10, }
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const baseVelIntxn = lineIntxnPt({xa: 0, ya: 0, xb: 0, yb: 0}, {xa: 0, ya: 0, xb: 0, yb: 0});
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const baseNrmlIntxn = perpIntxn(baseSlope, xa, ya, s.position.x, s.position.y);
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// make sure this is using the calculated future velocity, not the current
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const baseLine = { x1: xa, y1: ya, x2: xb, y2: yb };
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const velocityLine = {
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x1: s.position.x,
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y1: s.position.y,
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x2: s.position.x + s.velocity.x,
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y2: s.position.y + s.velocity.y
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};
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const baseVelIntxn = lineIntxnPt(baseLine, velocityLine);
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const baseSegLength = distance(baseNrmlIntxn.x, baseNrmlIntxn.y , baseVelIntxn.x, baseVelIntxn.y);
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const normalSegLength = distance(baseNrmlIntxn.x, baseNrmlIntxn.y, s.position.x, s.position.y);
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console.log("distance", distance(baseNrmlIntxn.x, baseNrmlIntxn.y , baseVelIntxn.x, baseVelIntxn.y));
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const theta = Math.atan(normalSegLength / baseSegLength);
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console.log("theta", theta);
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// const contactPos = { x: Math.acos() }
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const h = 5 / Math.sin(theta);
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console.log("h", 5 / Math.sin(theta));
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console.log("cos(theta)", Math.cos(theta));
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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', currentPos.x);
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el.setAttribute('y1', currentPos.y);
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console.log("normal line length at current position", el.getTotalLength());
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el.setAttribute('x1', futurePos.x);
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el.setAttribute('y1', futurePos.y);
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console.log("normal line length at future position", el.getTotalLength());
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el.setAttribute('x1', s.position.x);
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el.setAttribute('y1', s.position.y);
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// circle should be at the point the velocity line crosses the edge,
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// not the normal line
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// green line should alwasy cross blue line at length = 5, not at ship position
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star.setAttribute('cx', intx.x);
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star.setAttribute('cy', intx.y);
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star.setAttribute('cx', s.position.x);
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star.setAttribute('cy', baseVelIntxn.y - h);
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el.setAttribute('id', `normal${xa}-${ya}-${xb}-${yb}`);
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g.appendChild(el);
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@@ -768,6 +814,8 @@
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}
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function animate(timestamp) {
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console.log("current timestamp", timestamp, "previous", previous);
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const elapsed = timestamp - previous;
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const delta = timestamp - zero;
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let degrees = getRotate(gun);
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@@ -788,14 +836,16 @@
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frameCount++;
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}
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// position = updateShip(s, elapsed);
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const collE = getCollisionEdges(edgeszz, position);
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const { x, y } = s.position;
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updateShip(s, elapsed, collE);
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console.log("S POSITION", s.position);
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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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updateLines(elapsed, collE, {x, y}, {x: s.position.x, y: s.position.y});
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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: 32 KiB After Width: | Height: | Size: 34 KiB |
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