WIP: don't overlap wall on collision
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@@ -63,8 +63,12 @@
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display: none;
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}
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line {
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stroke: red;
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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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.wall.inverse {
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@@ -86,7 +90,8 @@
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</g>
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<!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> -->
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<polygon class="wall" points="20,20 30,20 40,40 10,40" />
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<!-- <polygon class="wall" points="20,20 20,10 30,10 30,20 40,40 10,40" /> -->
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<polygon class="wall" points="-10,20 10,10 10,20" />
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<!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> -->
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<!-- <polygon class="wall" points="10,10 20,10 20,20 10,20" /> -->
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<!-- <polygon class="wall" points="20,-50 -50,-50 -60,-70 -50,-100 80,-100 80,-90 -20,-90 -20,-60 40,-60 40,40 20,40" /> -->
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@@ -438,6 +443,7 @@
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el.setAttribute('x2', xb);
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el.setAttribute('y2', yb);
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svg.appendChild(el);
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return el;
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}
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function slope({ xa, ya, xb, yb }) {
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@@ -450,50 +456,20 @@
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return Object.is(slope(edge), +0);
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}
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// i need to know the point of collision to position the ship adjacent to it
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function detectEdgeCollision([xc, yc], edge, { xa, ya, xb, yb }) {
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function detectEdgeCollision([xc, yc], { xa, ya, xb, yb }) {
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const shipRadius = 5;
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// const [[xa, ya], [xb, yb]] = edge.split(' ').map(n => n.split(',').map(n => +n));
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const da = distance(xa, ya, xc, yc);
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const db = distance(xb, yb, xc, yc);
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// TODO: calculate this one ahead of time
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const dc = distance(xa, ya, xb, yb);
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const baseSlope = slope({ xa, ya, xb, yb });
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// console.log("slope of base", baseSlope);
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if (baseSlope === -Infinity) {
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// console.log("foot", xa + shipRadius, yc);
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} else if (baseSlope === Infinity) {
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// console.log("foot", xa - shipRadius, yc);
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} else if (Object.is(baseSlope, 0)) {
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// console.log("foot", xc, ya - shipRadius);
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} else if (Object.is(baseSlope, -0)) {
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// console.log("foot", xc, ya + shipRadius);
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} else {
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const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
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// console.log("foot", foot);
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// drawLine(foot.x, foot.y, xc, yc)
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const el = document.createElementNS(namespaceURIsvg, 'line');
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el.setAttribute('x1', foot.x);
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el.setAttribute('y1', foot.y);
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el.setAttribute('x2', xc);
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el.setAttribute('y2', yc);
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// this point should be the position of the ship to make it
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// adjacent to the collision edge without overlapping it
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console.log(el.getPointAtLength(5));
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}
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// https://en.wikipedia.org/wiki/Altitude_(triangle)#Altitude_in_terms_of_the_sides
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// Find altitude of side c (the base)
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const s = (1 / 2) * (da + db + dc);
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const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc));
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return +hc.toFixed(2) <= shipRadius;
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// console.log("hc", );
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// return hc <= shipRadius;
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}
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function detectCornerCollision([xc, yc], [x, y]) {
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@@ -520,9 +496,9 @@
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// console.log("actual corner", actualCorner);
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// if (corner) console.log("corner collision", corner);
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const edge = z.find(({ edge: e, node: ee }) => {
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const str = `${e.xa},${e.ya} ${e.xb},${e.yb}`;
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return detectEdgeCollision(position, str, e);
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const edge = z.find(({ edge: pts, node: ee }) => {
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const str = `${pts.xa},${pts.ya} ${pts.xb},${pts.yb}`;
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return detectEdgeCollision(position, pts);
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}
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);
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@@ -573,19 +549,95 @@
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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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if (s.collision && !isLandable(s.collision.edge)) {
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console.log("a", "position", position, s.position);
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s.velocity = { x: 0, y: 0 };
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} else if (s.collision) {
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console.log("b", s.position, s.collision);
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// if (s.collision) {
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// find final position of ship
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s.velocity = { x: 0, y: 0 };
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s.position.y = Math.trunc(s.collision.edge.ya - 5);
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s.isLanded = true;
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s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
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// const baseSlope = slope(s.collision.edge);
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// const { xa, ya, xb, yb } = s.collision.edge;
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// const baseSlope = slope(s.collision.edge);
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// console.log("slope of base", baseSlope);
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// if (baseSlope === -Infinity) {
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// (↤) Vertical, normal left
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// console.log("foot", xa + shipRadius, yc);
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// } else if (baseSlope === Infinity) {
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// (↦) Vertical, normal right
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// console.log("foot", xa - shipRadius, yc);
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// } else if (Object.is(baseSlope, 0)) {
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// (↥) Horizontal, normal up
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// const el = document.createElementNS(namespaceURIsvg, 'line');
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// el.setAttribute('x1', xc);
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// el.setAttribute('y1', ya);
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// el.setAttribute('x2', xc);
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// el.setAttribute('y2', yc);
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// this point should be the position of the ship to make it
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// adjacent to the collision edge without overlapping it
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// console.log(el.getPointAtLength(5));
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// const collPt = el.getPointAtLength(5);
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// drawLine(xc, ya, collPt.x, collPt.y);
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// console.log("foot", xc, ya - shipRadius);
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// } else if (Object.is(baseSlope, -0)) {
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// (↧) Horizontal, normal down
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// console.log("foot", xc, ya + shipRadius);
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// } else {
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// const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
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// console.log("foot", foot);
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// drawLine(foot.x, foot.y, xc, yc)
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// const el = document.createElementNS(namespaceURIsvg, 'line');
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// el.setAttribute('x1', foot.x);
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// el.setAttribute('y1', foot.y);
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// el.setAttribute('x2', xc);
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// el.setAttribute('y2', yc);
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// this point should be the position of the ship to make it
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// adjacent to the collision edge without overlapping it
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// console.log(el.getPointAtLength(5));
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// const collPt = el.getPointAtLength(5);
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// drawLine(foot.x, foot.y, collPt.x, collPt.y);
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// }
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// }
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// if (s.collision && !isLandable(s.collision.edge)) {
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// console.log("a", "position", position, s.position);
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// s.velocity = { x: 0, y: 0 };
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// } else if (s.collision) {
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// console.log("b", s.position, s.collision);
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//
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// s.velocity = { x: 0, y: 0 };
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// s.position.y = Math.trunc(s.collision.edge.ya - 5);
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// s.isLanded = true;
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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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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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const radAngle = Math.atan(normalSlope);
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const { xa, ya, xb, yb } = s.collision.edge;
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const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
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const el = document.createElementNS(namespaceURIsvg, 'line');
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el.setAttribute('x1', foot.x);
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el.setAttribute('y1', foot.y);
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el.setAttribute('x2', xc);
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el.setAttribute('y2', yc);
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// the problem is that by this point the ship is already closer than
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// its radius so the line is less than 5 units long
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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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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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console.log("line length", l.getTotalLength(), l);
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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.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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Before Width: | Height: | Size: 27 KiB After Width: | Height: | Size: 29 KiB |
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