WIP: landing

This commit is contained in:
2026-01-10 12:20:00 -08:00
parent 50a851eb2f
commit ca9ceebd64

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@@ -6,6 +6,7 @@
font-size: 4pt; font-size: 4pt;
font-family: courier; font-family: courier;
color: white; color: white;
display: none;
} }
#info { #info {
@@ -81,7 +82,7 @@
} }
line#acceleration-indicator { line#acceleration-indicator {
stroke: maroon; stroke: none;
/* stroke-width: 0.5px; */ /* stroke-width: 0.5px; */
} }
@@ -292,8 +293,8 @@ const map = (function(els) {
let allStartingEdges; let allStartingEdges;
init(); init();
const b = map.edges.map(({ edge }) => getEdgeCollisionBoundary(edge, shipRadius)); // const b = map.edges.map(({ edge }) => getEdgeCollisionBoundary(edge, shipRadius));
b.forEach(b => drawLine(b.xa, b.ya, b.xb, b.yb, "orange")); // b.forEach(b => drawLine(b.xa, b.ya, b.xb, b.yb, "orange"));
function distance(x1, y1, x2, y2) { function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2); 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}; return { xa: xa + riol, ya: ya - ruol, xb: xb + riol, yb: yb - ruol};
} }
function detectEdgeCollision([xc, yc], [x, y], radius) { function detectEdgeCollision([xc, yc], [x, y], radius, gearDown) {
return ({ edge, wall }) => { return (collision) => {
if (xc === x && yc === y) return; if (xc === x && yc === y) return;
const { edge, wall } = collision;
// const { xa, ya, xb, yb } = edge; const dist = edge.xa < edge.xb && edge.ya === edge.yb && gearDown ? radius + 1.5 : radius;
// const length = distance(xa, ya, xb, yb); const edgeSeg = getEdgeCollisionBoundary(edge, dist);
// 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 positionSeg = { xa: x, ya: y, xb: xc, yb: yc }; const positionSeg = { xa: x, ya: y, xb: xc, yb: yc };
const { xa: x1, ya: y1, xb: x2, yb: y2 } = positionSeg; 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 roundedT = +t.toFixed(2);
const roundedS = +s.toFixed(2); const roundedS = +s.toFixed(2);
// if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) { if (roundedS >= 0 && roundedS <= 1 && roundedT >= 0 && roundedT <= 1) {
// const xs = (x1 + s * (x2 - x1)); const xs = (x1 + s * (x2 - x1));
// const ys = (y1 + s * (y2 - y1)); const ys = (y1 + s * (y2 - y1));
// const xt = (x3 + t * (x4 - x3)); collision.position = { x: xs, y: ys };
// const yt = (y3 + t * (y4 - y3));
// const collisionPt = [xs, ys];
// // [xs, ys] === [xt, yt];
// drawCircle(...collisionPt, "red"); // collision position
// }
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: xc, y: yc } = intendedPos;
const [x, y] = currentPos; const [x, y] = currentPos;
// edges oriented clockwise with ship // edges oriented clockwise with ship
const fwdEdges = getForwardEdges(edges, { x, y }) 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; if (edgeColl) return edgeColl;
@@ -758,38 +749,38 @@ function updateShip(s, elapsed) {
const p = { x: pDelta.x + px, y: pDelta.y + py }; const p = { x: pDelta.x + px, y: pDelta.y + py };
current = s.collision; 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); if (s.collision) console.log("COLLISION", s.collision);
legs.style.display = s.gearDown ? "initial" : "none"; legs.style.display = s.gearDown ? "initial" : "none";
if (!current && s.collision) { 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; let posP;
if (s.collision.corner) { if (s.collision.corner) {
posP = cornerContactPosition(p.x, p.y, px, py, s.collision.corner, shipRadius); posP = cornerContactPosition(p.x, p.y, px, py, s.collision.corner, shipRadius);
} else if (s.collision.edge) { } 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.velocity = { x: 0, y: 0 };
s.position = { x: posP.x, y: posP.y } s.position = { x: posP.x, y: posP.y }
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`; s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
} else if (current && s.collision) { } else if (current && s.collision) {
s.velocity = { x: 0, y: 0 }; if (s.isLanded && s.velocity.y < 0) {
} else {
if (s.isLanded) {
s.gearDown = false; s.gearDown = false;
s.isLanded = false; s.isLanded = false;
s.position = { x: p.x, y: p.y };
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
s.collision = null;
} else {
s.velocity = { x: 0, y: 0 };
} }
} else {
s.position = { x: p.x, y: p.y }; s.position = { x: p.x, y: p.y };
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`; s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
} }
@@ -867,9 +858,9 @@ function init() {
const mult = 10; const mult = 10;
s.position = { x: 10, y: 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.acceleration = { x: 0, y: 0 };
s.rotate = 0; s.rotate = 0;

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