diff --git a/html/images/space.svg b/html/images/space.svg
index fb20103..6e724ab 100644
--- a/html/images/space.svg
+++ b/html/images/space.svg
@@ -6,6 +6,7 @@
font-size: 4pt;
font-family: courier;
color: white;
+ display: none;
}
#info {
@@ -81,7 +82,7 @@
}
line#acceleration-indicator {
- stroke: maroon;
+ stroke: none;
/* stroke-width: 0.5px; */
}
@@ -292,8 +293,8 @@ const map = (function(els) {
let allStartingEdges;
init();
-const b = map.edges.map(({ edge }) => getEdgeCollisionBoundary(edge, shipRadius));
-b.forEach(b => drawLine(b.xa, b.ya, b.xb, b.yb, "orange"));
+// const b = map.edges.map(({ edge }) => getEdgeCollisionBoundary(edge, shipRadius));
+// b.forEach(b => drawLine(b.xa, b.ya, b.xb, b.yb, "orange"));
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
@@ -554,20 +555,12 @@ function getEdgeCollisionBoundary(edge, dist) {
return { xa: xa + riol, ya: ya - ruol, xb: xb + riol, yb: yb - ruol};
}
-function detectEdgeCollision([xc, yc], [x, y], radius) {
- return ({ edge, wall }) => {
+function detectEdgeCollision([xc, yc], [x, y], radius, gearDown) {
+ return (collision) => {
if (xc === x && yc === y) return;
-
- // const { xa, ya, xb, yb } = edge;
- // const length = distance(xa, ya, xb, yb);
- // const rise = yb - ya;
- // const run = xb - xa;
- //
- // const riol = rise / length * radius;
- // const ruol = run / length * radius;
- //
- // const edgeSeg = { xa: xa + riol, ya: ya - ruol, xb: xb + riol, yb: yb - ruol};
- const edgeSeg = getEdgeCollisionBoundary(edge, radius);
+ const { edge, wall } = collision;
+ const dist = edge.xa < edge.xb && edge.ya === edge.yb && gearDown ? radius + 1.5 : radius;
+ const edgeSeg = getEdgeCollisionBoundary(edge, dist);
const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg;
@@ -580,17 +573,15 @@ function detectEdgeCollision([xc, yc], [x, y], radius) {
const roundedT = +t.toFixed(2);
const roundedS = +s.toFixed(2);
- // if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) {
- // const xs = (x1 + s * (x2 - x1));
- // const ys = (y1 + s * (y2 - y1));
- // const xt = (x3 + t * (x4 - x3));
- // const yt = (y3 + t * (y4 - y3));
- // const collisionPt = [xs, ys];
- // // [xs, ys] === [xt, yt];
- // drawCircle(...collisionPt, "red"); // collision position
- // }
+ if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) {
+ const xs = (x1 + s * (x2 - x1));
+ const ys = (y1 + s * (y2 - y1));
+ collision.position = { x: xs, y: ys };
- return roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1;
+ return true;
+ }
+ // return roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1;
+ return;
};
}
@@ -633,12 +624,12 @@ function detectCornerCollision([xc, yc], [x, y], radius) {
};
}
-function detectCollision(currentPos, intendedPos, velocity, radius, { edges, corners }) {
+function detectCollision(currentPos, intendedPos, velocity, radius, { edges, corners }, gearDown) {
const { x: xc, y: yc } = intendedPos;
const [x, y] = currentPos;
// edges oriented clockwise with ship
const fwdEdges = getForwardEdges(edges, { x, y })
- const edgeColl = fwdEdges.find(detectEdgeCollision([xc, yc], [x, y], radius));
+ const edgeColl = fwdEdges.find(detectEdgeCollision([xc, yc], [x, y], radius, gearDown));
if (edgeColl) return edgeColl;
@@ -758,38 +749,38 @@ function updateShip(s, elapsed) {
const p = { x: pDelta.x + px, y: pDelta.y + py };
current = s.collision;
- const tempRadius = 10;
+ // const tempRadius = 7;
- s.collision = detectCollision([px, py], p, s.velocity, tempRadius, map);
+ // s.collision = detectCollision([px, py], p, s.velocity, tempRadius, map);
+ s.collision = detectCollision([px, py], p, s.velocity, shipRadius, map, s.gearDown);
if (s.collision) console.log("COLLISION", s.collision);
legs.style.display = s.gearDown ? "initial" : "none";
if (!current && s.collision) {
- // just check if ya and yb are == ?, but then how do you know if the
- // edge is facing up or down? compare xs?
-
- // const baseSlope = slope(s.collision.edge);
- // if (Object.is(baseSlope, 0) && s.gearDown) s.isLanded = true;
- // s.isLanded = true;
let posP;
if (s.collision.corner) {
posP = cornerContactPosition(p.x, p.y, px, py, s.collision.corner, shipRadius);
} else if (s.collision.edge) {
- posP = edgeContactPosition(p.x, p.y, px, py, s.collision.edge, tempRadius);
+ if (isLandable(s.collision.edge) && s.gearDown) s.isLanded = true;
+
+ posP = s.collision.position;
}
s.velocity = { x: 0, y: 0 };
s.position = { x: posP.x, y: posP.y }
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
} else if (current && s.collision) {
- s.velocity = { x: 0, y: 0 };
- } else {
- if (s.isLanded) {
+ if (s.isLanded && s.velocity.y < 0) {
s.gearDown = false;
s.isLanded = false;
+ s.position = { x: p.x, y: p.y };
+ s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
+ s.collision = null;
+ } else {
+ s.velocity = { x: 0, y: 0 };
}
-
+ } else {
s.position = { x: p.x, y: p.y };
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
}
@@ -867,9 +858,9 @@ function init() {
const mult = 10;
s.position = { x: 10, y: 10 };
- // s.velocity = { x: 0, y: 0 };
+ s.velocity = { x: 0, y: 0 };
- s. velocity = { x: -5*mult, y: 7*mult };
+ // s. velocity = { x: -5*mult, y: 7*mult };
s.acceleration = { x: 0, y: 0 };
s.rotate = 0;