WIP: don't overlap wall on collision

This commit is contained in:
2025-12-26 11:20:29 -08:00
parent d75c8f1b0f
commit c9b7c62365

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@@ -63,8 +63,12 @@
display: none; display: none;
} }
line { line:not(#cannon) {
stroke: red; stroke: green;
}
.wall {
opacity: 0.5;
} }
.wall.inverse { .wall.inverse {
@@ -86,7 +90,8 @@
</g> </g>
<!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> --> <!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> -->
<polygon class="wall" points="20,20 30,20 40,40 10,40" /> <!-- <polygon class="wall" points="20,20 20,10 30,10 30,20 40,40 10,40" /> -->
<polygon class="wall" points="-10,20 10,10 10,20" />
<!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> --> <!-- <polygon class="wall" points="20,20 40,20 40,40 20,40" /> -->
<!-- <polygon class="wall" points="10,10 20,10 20,20 10,20" /> --> <!-- <polygon class="wall" points="10,10 20,10 20,20 10,20" /> -->
<!-- <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" /> --> <!-- <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" /> -->
@@ -438,6 +443,7 @@
el.setAttribute('x2', xb); el.setAttribute('x2', xb);
el.setAttribute('y2', yb); el.setAttribute('y2', yb);
svg.appendChild(el); svg.appendChild(el);
return el;
} }
function slope({ xa, ya, xb, yb }) { function slope({ xa, ya, xb, yb }) {
@@ -450,50 +456,20 @@
return Object.is(slope(edge), +0); return Object.is(slope(edge), +0);
} }
// i need to know the point of collision to position the ship adjacent to it function detectEdgeCollision([xc, yc], { xa, ya, xb, yb }) {
function detectEdgeCollision([xc, yc], edge, { xa, ya, xb, yb }) {
const shipRadius = 5; const shipRadius = 5;
// const [[xa, ya], [xb, yb]] = edge.split(' ').map(n => n.split(',').map(n => +n));
const da = distance(xa, ya, xc, yc); const da = distance(xa, ya, xc, yc);
const db = distance(xb, yb, xc, yc); const db = distance(xb, yb, xc, yc);
// TODO: calculate this one ahead of time // TODO: calculate this one ahead of time
const dc = distance(xa, ya, xb, yb); const dc = distance(xa, ya, xb, yb);
const baseSlope = slope({ xa, ya, xb, yb });
// console.log("slope of base", baseSlope);
if (baseSlope === -Infinity) {
// console.log("foot", xa + shipRadius, yc);
} else if (baseSlope === Infinity) {
// console.log("foot", xa - shipRadius, yc);
} else if (Object.is(baseSlope, 0)) {
// console.log("foot", xc, ya - shipRadius);
} else if (Object.is(baseSlope, -0)) {
// console.log("foot", xc, ya + shipRadius);
} else {
const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
// console.log("foot", foot);
// drawLine(foot.x, foot.y, xc, yc)
const el = document.createElementNS(namespaceURIsvg, 'line');
el.setAttribute('x1', foot.x);
el.setAttribute('y1', foot.y);
el.setAttribute('x2', xc);
el.setAttribute('y2', yc);
// this point should be the position of the ship to make it
// adjacent to the collision edge without overlapping it
console.log(el.getPointAtLength(5));
}
// https://en.wikipedia.org/wiki/Altitude_(triangle)#Altitude_in_terms_of_the_sides // https://en.wikipedia.org/wiki/Altitude_(triangle)#Altitude_in_terms_of_the_sides
// Find altitude of side c (the base) // Find altitude of side c (the base)
const s = (1 / 2) * (da + db + dc); const s = (1 / 2) * (da + db + dc);
const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc)); const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc));
return +hc.toFixed(2) <= shipRadius; return +hc.toFixed(2) <= shipRadius;
// console.log("hc", );
// return hc <= shipRadius;
} }
function detectCornerCollision([xc, yc], [x, y]) { function detectCornerCollision([xc, yc], [x, y]) {
@@ -520,9 +496,9 @@
// console.log("actual corner", actualCorner); // console.log("actual corner", actualCorner);
// if (corner) console.log("corner collision", corner); // if (corner) console.log("corner collision", corner);
const edge = z.find(({ edge: e, node: ee }) => { const edge = z.find(({ edge: pts, node: ee }) => {
const str = `${e.xa},${e.ya} ${e.xb},${e.yb}`; const str = `${pts.xa},${pts.ya} ${pts.xb},${pts.yb}`;
return detectEdgeCollision(position, str, e); return detectEdgeCollision(position, pts);
} }
); );
@@ -573,19 +549,95 @@
let { x, y } = s.position; let { x, y } = s.position;
let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y); let position = [positionX, positionY] = restart ? [0, 0] : wrapPos(changeX + x, changeY + y);
let [xc, yc] = position;
s.collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), getCollisionEdges(edgeszz, position)); s.collision = detectCollisions(position, allWallCorners, findAllEdges(allEdgePts, position), getCollisionEdges(edgeszz, position));
if (s.collision && !isLandable(s.collision.edge)) { // if (s.collision) {
console.log("a", "position", position, s.position); // find final position of ship
s.velocity = { x: 0, y: 0 };
} else if (s.collision) {
console.log("b", s.position, s.collision);
s.velocity = { x: 0, y: 0 }; // const baseSlope = slope(s.collision.edge);
s.position.y = Math.trunc(s.collision.edge.ya - 5); // const { xa, ya, xb, yb } = s.collision.edge;
s.isLanded = true; // const baseSlope = slope(s.collision.edge);
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
// console.log("slope of base", baseSlope);
// if (baseSlope === -Infinity) {
// (↤) Vertical, normal left
// console.log("foot", xa + shipRadius, yc);
// } else if (baseSlope === Infinity) {
// (↦) Vertical, normal right
// console.log("foot", xa - shipRadius, yc);
// } else if (Object.is(baseSlope, 0)) {
// (↥) Horizontal, normal up
// const el = document.createElementNS(namespaceURIsvg, 'line');
// el.setAttribute('x1', xc);
// el.setAttribute('y1', ya);
// el.setAttribute('x2', xc);
// el.setAttribute('y2', yc);
// this point should be the position of the ship to make it
// adjacent to the collision edge without overlapping it
// console.log(el.getPointAtLength(5));
// const collPt = el.getPointAtLength(5);
// drawLine(xc, ya, collPt.x, collPt.y);
// console.log("foot", xc, ya - shipRadius);
// } else if (Object.is(baseSlope, -0)) {
// (↧) Horizontal, normal down
// console.log("foot", xc, ya + shipRadius);
// } else {
// const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
// console.log("foot", foot);
// drawLine(foot.x, foot.y, xc, yc)
// const el = document.createElementNS(namespaceURIsvg, 'line');
// el.setAttribute('x1', foot.x);
// el.setAttribute('y1', foot.y);
// el.setAttribute('x2', xc);
// el.setAttribute('y2', yc);
// this point should be the position of the ship to make it
// adjacent to the collision edge without overlapping it
// console.log(el.getPointAtLength(5));
// const collPt = el.getPointAtLength(5);
// drawLine(foot.x, foot.y, collPt.x, collPt.y);
// }
// }
// if (s.collision && !isLandable(s.collision.edge)) {
// console.log("a", "position", position, s.position);
// s.velocity = { x: 0, y: 0 };
// } else if (s.collision) {
// console.log("b", s.position, s.collision);
//
// s.velocity = { x: 0, y: 0 };
// s.position.y = Math.trunc(s.collision.edge.ya - 5);
// s.isLanded = true;
// s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
// console.log("ship landed", s, "edge", s.collision.edge.ya); // console.log("ship landed", s, "edge", s.collision.edge.ya);
if (s.collision) {
console.log("a");
s.velocity = { x: 0, y: 0 };
const baseSlope = slope(s.collision.edge);
const normalSlope = 1 / -baseSlope;
const radAngle = Math.atan(normalSlope);
const { xa, ya, xb, yb } = s.collision.edge;
const foot = perpIntxn(baseSlope, xa, ya, xc, yc);
const el = document.createElementNS(namespaceURIsvg, 'line');
el.setAttribute('x1', foot.x);
el.setAttribute('y1', foot.y);
el.setAttribute('x2', xc);
el.setAttribute('y2', yc);
// the problem is that by this point the ship is already closer than
// its radius so the line is less than 5 units long
console.log("foot", foot, "line", el);
const [posX, posY] = [5 * Math.sin(radAngle), 5 * Math.cos(radAngle)];
const collPt = el.getPointAtLength(5);
// let l = drawLine(foot.x, foot.y, foot.x - posX, foot.y - posY);
let l = drawLine(foot.x, foot.y, foot.x - posY, foot.y - posX);
console.log("line length", l.getTotalLength(), l);
s.position = { x: foot.x - posY, y: foot.y - posX };
// s.position = { x: collPt.x, y: collPt.y };
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
} else { } else {
console.log("c"); console.log("c");

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