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2 changed files with 179 additions and 82 deletions

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@@ -122,9 +122,7 @@ Delete your `.sitegen_cache` file.
## todo
* add more than one ship
* destroy a target ship by shooting them with the cannon
* make corners not bouncy (leave them bouncy for now?)
* add a Draw system?
* wall entities
* node entities?
* ship-ship collision

View File

@@ -25,7 +25,7 @@
fill: gray;
}
.ship circle#body {
.ship circle.body {
fill: white;
}
@@ -43,6 +43,16 @@
opacity: 0;
}
.explosion {
r: 5px;
transition: r 0.01s ease-in;
opacity: 0.7;
}
.explosion.flash {
r: 0px;
}
#triangles polygon {
fill-opacity: 0.2;
stroke-width: 1px;
@@ -69,7 +79,7 @@
stroke: gold;
}
#legs {
.legs {
display: none;
}
@@ -81,7 +91,7 @@
fill: gray;
}
line:not(#cannon *) {
line:not(.cannon *) {
stroke-width: 0.5px;
}
@@ -100,27 +110,47 @@
opacity: 0.2;
r: 5px;
}
.cannon .tip {
transform: translate(-2px);
}
.cannon .tip.recoil {
transform: translate(0px);
transition: transform 0.25s ease-out;
}
</style>
<rect id="bg" x="-200" y="-150" width="400" height="300"/>
<!-- <polygon class="wall inverse" points="-180,-40 -170,-120 40,-130 170,-120 180,40 170,130 -40,130 -170,120" /> -->
<!-- <polygon class="wall inverse" points="-160,-40 -170,-120 40,-110 170,-120 160,40 170,130 -40,110 -170,120" /> -->
<g id="player" class="ship">
<circle id="body" cx="0" cy="0" r="5"/>
<g id="ship1" class="ship">
<circle class="body" cx="0" cy="0" r="5"/>
<circle cx="0" cy="0" r="3" fill="transparent" stroke="green" />
<g id="cannon">
<line x1="4" y1="0" x2="6.5" y2="0" stroke="black"/>
<g class="cannon">
<line class="tip recoil" x1="4" y1="0" x2="6.5" y2="0" stroke="black"/>
<line x1="1" y1="0" x2="4" y2="0" stroke="white" stroke-width="3" />
<line x1="1" y1="0" x2="4" y2="0" stroke="black" stroke-width="1.5" />
</g>
<line id="velocity-indicator" x1="0" y1="0" x2="0" y2="0"/>
<line id="acceleration-indicator" x1="0" y1="0" x2="0" y2="0"/>
<g id="legs">
<g class="legs">
<path d="M 3 2 l 2 2 v 2 m -1.5 0 h 3" stroke="black" fill="none" />
<path d="M -3 2 l -2 2 v 2 m -1.5 0 h 3" stroke="black" fill="none" />
</g>
</g>
<g id="ship2" class="ship">
<circle class="body" cx="0" cy="0" r="5"/>
<circle cx="0" cy="0" r="3" fill="transparent" stroke="#CC0000" />
<g class="cannon">
<line class="tip recoil" x1="4" y1="0" x2="6.5" y2="0" stroke="black"/>
<line x1="1" y1="0" x2="4" y2="0" stroke="white" stroke-width="3" />
<line x1="1" y1="0" x2="4" y2="0" stroke="black" stroke-width="1.5" />
</g>
</g>
<!-- <g> -->
<!-- <polygon class="wall" points="20,20 30,20 40,40 20,40" /> -->
<!-- <polygon class="wall" points="-50,-50 -60,-50 -60,-60 -50,-60" /> -->
@@ -168,10 +198,12 @@
<!-- <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="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" /> -->
<polygon class="wall" points="-20,20 10,40 40,20 0,100" />
<!-- Wrench shape -->
<polygon class="wall" points="-10,-30 -10,-40 30,-50 60,-30 80,0 150,0 150,10 60,50 -10,40 -20,20 20,20 20,-20" />
<!-- <polygon class="wall" points="-10,-30 -10,-40 30,-50 60,-30 80,0 150,0 150,10 60,50 -10,40 -20,20 20,20 20,-20" /> -->
<!-- <g> -->
<!-- <polygon class="wall" points="-130,-80 -40,-70 -70,-10" /> -->
@@ -222,7 +254,10 @@
<script type="text/javascript">//<![CDATA[
// entities
const Ships = [{ entity_id: "ship1" }];
const Ships = [
{ entity_id: "ship1" },
{ entity_id: "ship2" }
];
// const Walls = [{ entity_id: "wall_1" }, { entity_id: "wall_2" }];
// components
@@ -232,6 +267,9 @@ const Acceleration = {};
const AngularAcceleration = {};
const AngularVelocity = {};
const Degrees = {};
const Nodes = {};
const CannonNodes = {};
const GravityEffect = {}
// Points = {
// "wall_1": "0,0 2,0 1,1",
@@ -239,28 +277,108 @@ const Degrees = {};
// };
// systems
const Shoot = (() => {
const Combat = (() => {
const cannonLength = 8;
const scalar = 50;
return {
update: ({ entity_id }) => {
shoot: ({ entity_id }) => {
const radians = Degrees[entity_id] * Math.PI / 180; // toFixed(15)?
const { x, y } = Position[entity_id];
const rise = Math.sin(radians) * cannonLength;
const run = Math.cos(radians) * cannonLength;
const origin = { x: x + run, y: y + rise };
const mag = Math.sqrt(rise**2 + run**2)
const normalized = {
rise: rise / mag,
run: run / mag
}
// console.log("RISE", rise);
// console.log("RUN", run);
// console.log("NORMALIZED", normalized);
const { x: vx, y: vy } = Velocity[entity_id];
Velocity[entity_id] = { x: vx - run, y: vy - rise };
const target = {};
let i = 0;
while (true) {
const x = origin.x + normalized.run * i;
const y = origin.y + normalized.rise * i;
const pt = { x, y };
target.x = pt.x;
target.y = pt.y;
const hitShips = Ships.filter(({ entity_id: id }) => {
const node = Nodes[id];
const p = Position[id];
const body = node.querySelector(".body");
const hit = body.isPointInFill({ x: pt.x - p.x, y: pt.y - p.y });
// console.log("checking ship", id, "position", pt, hit);
return hit;
});
const offBg = !bg.isPointInFill(pt);
const wallHits = [...wallElements].find(el => el.isPointInFill(pt));
hitShips.forEach(({ entity_id }) => GravityEffect[entity_id] = true);
i += 1;
if (hitShips.length || offBg || wallHits) break;
}
return {
origin,
target: {
x: origin.x + run * scalar,
y: origin.y + rise * scalar
target
};
}
};
})();
const Draw = (() => {
return {
ship: ({ entity_id }) => {
const node = Nodes[entity_id];
const gun = CannonNodes[entity_id];
const p = Position[entity_id];
const deg = Degrees[entity_id];
node.style.transform = `translate(${p.x}px, ${p.y}px)`;
gun.style.transform = `rotate(${deg}deg)`;
},
shot: ({ entity_id }, shot) => {
const gun = CannonNodes[entity_id];
const lineEl = document.createElementNS(namespaceURIsvg, 'line');
lineEl.classList.add('bullet');
lineEl.setAttribute('x1', shot.origin.x);
lineEl.setAttribute('y1', shot.origin.y);
lineEl.setAttribute('x2', shot.target.x);
lineEl.setAttribute('y2', shot.target.y);
lineEl.addEventListener('transitionend', e => e.target.remove());
const tipEl = gun.querySelector(".tip")
tipEl.classList.remove("recoil");
const explosionEl = document.createElementNS(namespaceURIsvg, 'circle');
explosionEl.classList.add('explosion');
explosionEl.setAttribute('cx', shot.target.x);
explosionEl.setAttribute('cy', shot.target.y);
explosionEl.setAttribute('fill', 'orange');
explosionEl.addEventListener('transitionend', e => e.target.remove());
bulletsContainer.appendChild(explosionEl);
setTimeout(() => {
explosionEl.classList.add('flash');
tipEl.classList.add('recoil');
}, 100);
const le = bulletsContainer.appendChild(lineEl);
setTimeout(() => lineEl.classList.add('fade'), 1000);
return le;
}
};
})();
@@ -754,10 +872,14 @@ const Move = (() => {
}
return {
update: ({ entity_id }, elapsed) => {
ship: ({ entity_id }, elapsed) => {
const gravity = 1;
// affectedByWalls & affectedByGravity toggles?
const isAffectedByGravity = GravityEffect[entity_id];
const { x: px, y: py } = Position[entity_id];
const { x: vx, y: vy } = Velocity[entity_id];
const { x: ax, y: ay } = Acceleration[entity_id];
const ax = Acceleration[entity_id].x;
const ay = isAffectedByGravity ? Acceleration[entity_id].y + gravity : Acceleration[entity_id].y;
const vr = {
x: Math.round(vx * 100 + ax * 100) / 100,
@@ -935,10 +1057,10 @@ let previous, zero, frameCount = 0;
let rotate = 0;
const s = {};
s.node = document.querySelector(".ship");
s.radius = +s.node.querySelector("#body").getAttribute('r');
const gun = s.node.querySelector('#cannon');
const legs = s.node.querySelector("#legs");
s.node = document.querySelector("#ship1");
s.radius = +s.node.querySelector(".body").getAttribute('r');
const gun = s.node.querySelector('.cannon');
const legs = s.node.querySelector(".legs");
const svg = document.querySelector('svg');
const bg = svg.querySelector('#bg');
@@ -1004,19 +1126,11 @@ function init() {
started = false;
const mult = 10;
s.position = { x: 3, y: -6 };
s.velocity = { x: 0, y: 0 };
s.acceleration = { x: 0, y: 0 };
s.angularAcceleration = 0;
s.angularVelocity = 0;
s.degrees = 0;
s.collision = null;
s.isLanded = false;
s.gearDown = false;
Ships.forEach(({ entity_id }) => {
const setInits = (entity_id, s) => {
Acceleration[entity_id] = { x: s.acceleration.x, y: s.acceleration.y };
Velocity[entity_id] = { x: s.velocity.x, y: s.velocity.y };
Position[entity_id] = { x: s.position.x, y: s.position.y };
@@ -1024,10 +1138,35 @@ function init() {
AngularAcceleration[entity_id] = s.angularAcceleration;
AngularVelocity[entity_id] = s.angularVelocity;
Degrees[entity_id] = s.degrees;
Nodes[entity_id] = document.querySelector(`#${entity_id}`);
CannonNodes[entity_id] = document.querySelector(`#${entity_id} .cannon`);
GravityEffect[entity_id] = false;
}
Ships.forEach(({ entity_id }) => {
setInits(entity_id, {
acceleration: { x: 0, y: 0 },
velocity: { x: 0, y: 0 },
position: { x: 3, y: 0 },
angularAcceleration: 0,
angularVelocity: 0,
degrees: 0
});
});
// player ship
setInits("ship1", {
acceleration: { x: 0, y: 0 },
velocity: { x: 0, y: 0 },
position: { x: -50, y: 0 },
angularAcceleration: 0,
angularVelocity: 0,
degrees: 0
});
Ships.forEach(Draw.ship);
[...edgeContainer.children].forEach(c => c.remove());;
s.node.style.transform = `translate(${s.position.x}px, ${s.position.y}px)`;
wallElements.forEach(w => w.setAttribute('fill', 'black'));
velIndic.setAttribute('x2', 0);
@@ -1294,20 +1433,12 @@ function animate(timestamp) {
frameCount++;
}
Ships.forEach(({ entity_id }) => {
Move.update({ entity_id }, elapsed);
Rotate.update({ entity_id }, elapsed);
Ships.forEach(s => {
Move.ship(s, elapsed);
Rotate.update(s, elapsed);
Draw.ship(s);
});
// let newPos = updateShip(s, elapsed);
newPos = Position[Ships[0].entity_id];
let newVel = Velocity[Ships[0].entity_id];
s.node.style.transform = `translate(${newPos.x}px, ${newPos.y}px)`;
positionEl.innerText = `${newPos.x},${newPos.y}`;
velocityEl.innerText = `${newVel.x},${newVel.y}`;
gun.style.transform = `rotate(${Degrees[Ships[0].entity_id]}deg)`;
// updateEdges(position);
if (drawCollisionLines) updateTriangles(position);
@@ -1347,31 +1478,6 @@ let rotateCWPressed = false;
let rotateCCWPressed = false;
const { entity_id } = Ships[0];
function drawShot(shot) {
const lineEl = document.createElementNS(namespaceURIsvg, 'line');
lineEl.classList.add('bullet');
lineEl.setAttribute('x1', shot.origin.x);
lineEl.setAttribute('y1', shot.origin.y);
lineEl.setAttribute('x2', shot.target.x);
lineEl.setAttribute('y2', shot.target.y);
lineEl.addEventListener('transitionend', e => e.target.remove());
setTimeout(() => lineEl.classList.add('fade'), 1000);
let pt, hit;
for (let i = 0; i <= lineEl.getTotalLength(); i++) {
pt = lineEl.getPointAtLength(i);
hit = [...wallElements].find(el => el.isPointInFill(pt));
if (hit) break;
}
if (hit) {
lineEl.setAttribute('x2', pt.x);
lineEl.setAttribute('y2', pt.y);
}
return bulletsContainer.appendChild(lineEl);
}
document.addEventListener("keydown", function(e) {
if (!isReadingKeys) return;
@@ -1385,14 +1491,14 @@ document.addEventListener("keydown", function(e) {
case "Space":
if (!spacePressed) {
spacePressed = true;
drawShot(Shoot.update(Ships[0]));
const coords = Combat.shoot(Ships[0]);
Draw.shot(Ships[0], coords);
}
break;
case "KeyW":
case "ArrowUp":
if (!upPressed) {
upPressed = true;
s.acceleration.y += -force;
Acceleration[entity_id].y += -force;
}
break;
@@ -1400,7 +1506,6 @@ document.addEventListener("keydown", function(e) {
case "ArrowDown":
if (!downPressed) {
downPressed = true;
s.acceleration.y += force;
Acceleration[entity_id].y += force;
}
break;
@@ -1408,7 +1513,6 @@ document.addEventListener("keydown", function(e) {
case "ArrowLeft":
if (!leftPressed) {
leftPressed = true;
if (!s.gearDown) s.acceleration.x += -force;
if (!s.gearDown) Acceleration[entity_id].x += -force;
}
break;
@@ -1416,7 +1520,6 @@ document.addEventListener("keydown", function(e) {
case "ArrowRight":
if (!rightPressed) {
rightPressed = true;
if (!s.gearDown) s.acceleration.x += force;
if (!s.gearDown) Acceleration[entity_id].x += force;
}
break;
@@ -1458,7 +1561,6 @@ document.addEventListener("keyup", function(e) {
case "ArrowUp":
if (upPressed) {
upPressed = false;
s.acceleration.y -= -force;
Acceleration[entity_id].y -= -force;
}
break;
@@ -1466,7 +1568,6 @@ document.addEventListener("keyup", function(e) {
case "ArrowDown":
if (downPressed) {
downPressed = false;
s.acceleration.y -= force;
Acceleration[entity_id].y -= force;
}
break;
@@ -1474,7 +1575,6 @@ document.addEventListener("keyup", function(e) {
case "ArrowLeft":
if (leftPressed) {
leftPressed = false;
if (!s.gearDown) s.acceleration.x -= -force;
if (!s.gearDown) Acceleration[entity_id].x -= -force;
}
break;
@@ -1482,7 +1582,6 @@ document.addEventListener("keyup", function(e) {
case "ArrowRight":
if (rightPressed) {
rightPressed = false;
if (!s.gearDown) s.acceleration.x -= force;
if (!s.gearDown) Acceleration[entity_id].x -= force;
}
break;

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