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miti.sh/html/images/space.svg

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<svg viewBox="-200 -150 400 300" version="1.1" xmlns="http://www.w3.org/2000/svg">
<style>
#frames {
position: absolute;
right: 0px;
}
p {
border: 1px solid black;
box-size: border-box;
}
rect#bg {
fill: gray;
}
.ship rect {
fill: green;
}
.ship circle {
fill: white;
}
#crosshair {
opacity: 0.5;
}
circle.bullet {
fill: yellow;
}
#lines line {
stroke: limegreen;
stroke-width: 0.5px;
}
#lines polygon {
fill-opacity: 0.2;
stroke-width: 0.5px;
fill: none;
stroke: none;
}
#lines polygon.clockwise-orientation {
fill: white;
stroke: red;
}
</style>
<rect id="bg" x="-200" y="-150" width="400" height="300"/>
<g>
<g class="hitbox">
<g class="ship">
<line x1="0" y1="0" x2="0" y2="8" stroke="black"/>
<circle cx="0" cy="0" r="5"/>
</g>
</g>
<polygon id="wall" points="-20,-20 -20,-30 30,-30 30,30 -10,40 -20,30 20,20 20,-20" />
<!-- <rect id="rect1" x="30" y="30" width="20" height="20"/> -->
<g id="lines">
</g>
<g id="bullets"></g>
</g>
<foreignObject x="-200" y="-150" width="100%" height="100%">
<div id="frames" xmlns="http://www.w3.org/1999/xhtml">
<span id="fps" xmlns="http://www.w3.org/1999/xhtml">0</span> fps
</div>
<button id="turn-left" xmlns="http://www.w3.org/1999/xhtml">🡐</button>
<button id="move-backward" xmlns="http://www.w3.org/1999/xhtml">🡑</button>
<button id="move-forward" xmlns="http://www.w3.org/1999/xhtml">🡓</button>
<button id="turn-right" xmlns="http://www.w3.org/1999/xhtml">🡒</button>
<button id="rotate-ccw" xmlns="http://www.w3.org/1999/xhtml"></button>
<button id="rotate-cw" xmlns="http://www.w3.org/1999/xhtml"></button>
<button id="fire" xmlns="http://www.w3.org/1999/xhtml">Fire</button>
<pre id="debug" xmlns="http://www.w3.org/1999/xhtml"></pre>
</foreignObject>
<script type="text/javascript">//<![CDATA[
const namespaceURIsvg = 'http://www.w3.org/2000/svg';
const degsRegex = /(-?\d*\.{0,1}\d+)deg/g;
const regex = /(-?\d*\.{0,1}\d+)px/g;
const bullets = [];
let previous, zero, frameCount = 0;
let position = [0, 0]; // meters
let velocity = [0, 0]; // meters per second
let acceleration = [0, 0]; // meters per second per second
// let friction = 7.5;
let friction = 0;
let rotate = 0;
let rotationSpeed = 0.25;
const maxSpeed = 100;
const fps = document.querySelector("#fps");
const info = document.querySelector("#debug");
const ship = document.querySelector(".ship");
const gun = ship.querySelector('line');
const shipBody = ship.querySelector("circle");
const hitbox = document.querySelector(".hitbox");
const bulletsContainer = document.querySelector("#bullets");
const leftTurnButton = document.querySelector("#turn-left");
const rightTurnButton = document.querySelector("#turn-right");
const reverseMoveButton = document.querySelector("#move-backward");
const forwardMoveButton = document.querySelector("#move-forward");
const rotateCWButton = document.querySelector("#rotate-cw");
const rotateCCWButton = document.querySelector("#rotate-ccw");
const fireButton = document.querySelector("#fire");
const pt = document.querySelector('svg').createSVGPoint();
const cornerPt = document.querySelector('svg').createSVGPoint();
const wall = document.querySelector('#wall');
const points = wall.getAttribute('points').split(' ').map(coords => {
const [x, y] = coords.split(',');
return [+x, +y];
});
// console.log("points", points);
const lineContainer = document.querySelector('#lines');
// points.forEach(([x, y]) => {
// const el = document.createElementNS(namespaceURIsvg, 'line');
// el.setAttribute('x1', x);
// el.setAttribute('y1', y);
// el.setAttribute('x2', x);
// el.setAttribute('y2', y);
// lineContainer.appendChild(el)
// });
const triangleContainer = document.querySelector('#lines');
const trianglePts = points.map((pt, i) => [pt, points[(i + 1) % points.length]]);
function drawTriangles(container, pts, [positionX, positionY]) {
pts.forEach(([[x1, y1], [x2, y2]]) => {
const el = document.createElementNS(namespaceURIsvg, 'polygon');
const attr = `${x1},${y1} ${x2},${y2} ${positionX},${positionY}`
el.setAttribute('points', attr);
container.appendChild(el)
});
}
drawTriangles(triangleContainer, trianglePts, [0, 0]);
const triangles = triangleContainer.querySelectorAll('polygon');
function updateTriangles([positionX, positionY]) {
const delim = ' ';
const className = 'clockwise-orientation';
const visible = [];
triangles.forEach(t => {
const attr = t.getAttribute('points').split(delim);
const [[xa, ya], [xb, yb], [xc, yc]] = attr.map(t => t.split(','));
// https://en.wikipedia.org/wiki/Curve_orientation#Practical_considerations
// Determinant for a convex polygon
const det = (+xb - +xa) * (+yc - +ya) - (+xc - +xa) * (+yb - +ya);
const pos = `${positionX},${positionY}`;
const cwOrientation = det < 0;
if (pos !== attr.pop()) {
attr.push(pos);
t.setAttribute('points', attr.join(delim));
}
t.classList[cwOrientation ? "add" : "remove"](className);
if (cwOrientation) visible.push(t);
// i think i can also discard obtuse triangles?
// if all the triangles are obtuse, i only need to check the nearest corner for a collision
// otherwise, i need to check only the acute triangles
});
return visible;
}
const lines = lineContainer.querySelectorAll('line');
function wrapPos(positionX, positionY) {
let x, y;
if (positionY > 150) y = positionY - 300;
else if (positionY < -150) y = positionY + 300;
else y = positionY;
if (positionX > 200) x = positionX - 400;
else if (positionX < -200) x = positionX + 400;
else x = positionX;
return [x, y];
}
function fireBullet(x, y, velocity) {
const degrees = getRotate(gun);
const radians = degrees * Math.PI / 180; // toFixed(15)?
const speed = 200; // meters per second
const vx = -Math.sin(radians);
const vy = Math.cos(radians);
const bulletTimeout = 5000; // miliseconds
const cannonLength = 8;
const el = document.createElementNS(namespaceURIsvg, 'circle');
el.classList.add('bullet');
el.setAttribute('r', 1);
el.setAttribute('cx', 0);
el.setAttribute('cy', 0);
const bullet = {
x: x + vx * cannonLength,
y: y + vy * cannonLength,
vx: vx * speed + velocity[0],
vy: vy * speed + velocity[1],
time: bulletTimeout,
node: bulletsContainer.appendChild(el)
}
bullets.push(bullet);
}
function getTranslate(el) {
let x, y;
if (el.style.transform.length === 0) {
x = 0;
y = 0;
} else {
[[, x], [, y] = ["0px", "0"]] = [...el.style.transform.matchAll(regex)];
}
return [+x, +y];
}
function getRotate(el) {
let [[, degrees] = ["0deg", "0"]] = [...el.style.transform.matchAll(degsRegex)];
return +degrees;
}
function updateBullets(elapsed) {
const deleteCount = 1;
bullets.forEach((bullet, index) => {
bullet.time -= elapsed;
if (bullet.time > 0) {
let y = bullet.y + 0.001 * elapsed * bullet.vy;
let x = bullet.x + 0.001 * elapsed * bullet.vx;
[bullet.x, bullet.y] = wrapPos(x, y);
bullet.node.style.transform = `translate(${bullet.x}px, ${bullet.y}px)`;
} else {
bullet.node.remove();
bullets.splice(index, deleteCount);
}
});
}
function updateLines([positionX, positionY]) {
lines.forEach(line => {
line.setAttribute('x2', positionX);
line.setAttribute('y2', positionY);
// let slope = (+line.getAttribute('y2') - +line.getAttribute('y1')) / (+line.getAttribute('x2') - +line.getAttribute('x1'));
// slope = +slope.toFixed(15);
// console.log('slope', slope);
const firstP = line.getPointAtLength(1);
if (polygon.isPointInFill(firstP)) {
line.setAttribute('x2', line.getAttribute('x1'));
line.setAttribute('y2', line.getAttribute('y1'));
}
});
}
requestAnimationFrame(firstFrame);
function firstFrame(timestamp) {
zero = timestamp;
previous = timestamp;
animate(timestamp);
}
function distance(x1, y1, x2, y2) {
return Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2);
}
function animate(timestamp) {
const delta = timestamp - zero;
const elapsed = timestamp - previous;
previous = timestamp;
if (delta >= 1000) {
fps.innerText = frameCount;
// info.innerText = `velocity ${velocity}\n`
// + 'bullets\nx\ty\tvx\tvy\n'
// + bullets.map(b => {
// return `${b.x.toFixed(2)}\t${b.y.toFixed(2)}\t${b.vx.toFixed(2)}\t${b.vy.toFixed(2)}`;
// }).join("\n");
zero = timestamp;
frameCount = 0;
} else {
frameCount++;
}
let degrees = getRotate(gun);
if (rotate > 0) gun.style.transform = `rotate(${(+degrees + rotationSpeed * elapsed) % 360}deg)`;
else if (rotate < 0) gun.style.transform = `rotate(${(+degrees - rotationSpeed * elapsed) % 360}deg)`;
let [velocityX, velocityY] = velocity;
let [accelerationX, accelerationY] = acceleration;
if (velocityX > 0) accelerationX += -friction;
else if (velocityX < 0) accelerationX += friction;
if (velocityY > 0) accelerationY += -friction;
else if (velocityY < 0) accelerationY += friction;
velocityX = velocityX > 0 && velocityX + accelerationX < 0 ? 0 : velocityX + accelerationX;
velocityY = velocityY > 0 && velocityY + accelerationY < 0 ? 0 : velocityY + accelerationY;
velocity = [velocityX, velocityY];
if (velocity[0] > maxSpeed) velocity[0] = maxSpeed;
else if (velocity[0] < -maxSpeed) velocity[0] = -maxSpeed
if (velocity[1] > maxSpeed) velocity[1] = maxSpeed;
else if (velocity[1] < -maxSpeed) velocity[1] = -maxSpeed
const changeX = 0.001 * elapsed * velocityX;
const changeY = 0.001 * elapsed * velocityY;
let [x, y] = getTranslate(hitbox);
let position = [positionX, positionY] = wrapPos(changeX + x, changeY + y);
updateBullets(elapsed);
// updateLines(position);
const visibleTriangles = updateTriangles(position);
// info.innerText = [...visibleTriangles].map(t => {
// const [[ax, ay], [bx, by], [shipx, shipy]] =
// t.getAttribute('points').split(' ').map(n => n.split(',').map(n => +n));
//
// const da = distance(ax, ay, shipx, shipy);
// const db = distance(bx, by, shipx, shipy);
// const dc = distance(ax, ay, bx, by);
// const s = (1 / 2) * (da + db + dc);
// const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc));
//
// const alpha = Math.acos((db**2 + dc**2 - da**2) / (2 * db * dc));
// const beta = Math.acos((da**2 + dc**2 - db**2) / (2 * da * dc));
//
// const PI = Math.PI / 2;
// const acute = alpha < PI && beta < PI;
//
// return `${da.toFixed(2)} ${db.toFixed(2)} ${dc.toFixed(2)} ${hc.toFixed(2)} ${alpha.toFixed(2)} ${beta.toFixed(2)}`;
// }).join('\n');
// can do this after side collision detection
// const ts = updateTriangles(position);
// const corners = ts.reduce((acc, t) => {
// const [a, b,] = t.getAttribute('points').split(' ');
// // return p.map(t => t.split(','));
// // acc.push(a);
// // acc.push(b);
// return [a, b, ...acc];
// }, []);
//
// const uniqueCorners = [...new Set(corners)].map(n => n.split(',').map(n => +n));
const cornerCollision = points.some(([x, y]) => {
cornerPt.x = x - positionX;
cornerPt.y = y - positionY;
return shipBody.isPointInFill(cornerPt);
});
const PI = Math.PI / 2;
const shipRadius = 5;
const sideCollision = [...visibleTriangles].reduce((acc, t) => {
const [[ax, ay], [bx, by], [shipx, shipy]] =
t.getAttribute('points').split(' ').map(n => n.split(',').map(n => +n));
const da = distance(ax, ay, shipx, shipy);
const db = distance(bx, by, shipx, shipy);
const dc = distance(ax, ay, bx, by);
const s = (1 / 2) * (da + db + dc);
const hc = (2 / dc) * Math.sqrt(s * (s - da) * (s - db) * (s - dc));
const alpha = Math.acos((db**2 + dc**2 - da**2) / (2 * db * dc));
const beta = Math.acos((da**2 + dc**2 - db**2) / (2 * da * dc));
const acute = alpha < PI && beta < PI;
return acute ? [...acc, hc] : acc;
}, []).some(h => h <= shipRadius);
wall.setAttribute('fill', cornerCollision || sideCollision ? 'red' : 'black');
hitbox.style.transform = `translate(${positionX}px, ${positionY}px)`;
// if (+y < 200)
// if (timestamp < 10000)
requestAnimationFrame(t => animate(t));
}
let force = 1;
let spacePressed = false;
let upPressed = false;
let downPressed = false;
let leftPressed = false;
let rightPressed = false;
let rotateCWPressed = false;
let rotateCCWPressed = false;
document.addEventListener("keydown", function(e) {
switch (e.code) {
case "Space":
if (!spacePressed) {
spacePressed = true;
const [x, y] = getTranslate(hitbox);
fireBullet(x, y, velocity);
}
break;
case "KeyW":
case "ArrowUp":
if (!upPressed) {
upPressed = true;
acceleration[1] += -force;
}
break;
case "KeyS":
case "ArrowDown":
if (!downPressed) {
downPressed = true;
acceleration[1] += force;
}
break;
case "KeyA":
case "ArrowLeft":
if (!leftPressed) {
leftPressed = true;
acceleration[0] += -force;
}
break;
case "KeyD":
case "ArrowRight":
if (!rightPressed) {
rightPressed = true;
acceleration[0] += force;
}
break;
case "KeyQ":
case "Comma":
if (!rotateCCWPressed) {
rotateCCWPressed = true;
rotate += -1;
}
break;
case "KeyE":
case "Period":
if (!rotateCWPressed) {
rotateCWPressed = true;
rotate += 1;
}
break;
}
});
document.addEventListener("keyup", function(e) {
switch (e.code) {
case "Space":
spacePressed = false;
break;
case "KeyW":
case "ArrowUp":
if (upPressed) {
upPressed = false;
acceleration[1] -= -force;
}
break;
case "KeyS":
case "ArrowDown":
if (downPressed) {
downPressed = false;
acceleration[1] -= force;
}
break;
case "KeyA":
case "ArrowLeft":
if (leftPressed) {
leftPressed = false;
acceleration[0] -= -force;
}
break;
case "KeyD":
case "ArrowRight":
if (rightPressed) {
rightPressed = false;
acceleration[0] -= force;
}
break;
case "KeyQ":
case "Comma":
if (rotateCCWPressed) {
rotateCCWPressed = false;
rotate -= -1;
}
break;
case "KeyE":
case "Period":
if (rotateCWPressed) {
rotateCWPressed = false;
rotate -= 1;
}
break;
}
});
leftTurnButton.addEventListener("mousedown", function (e) {
acceleration[0] = -force;
});
leftTurnButton.addEventListener("mouseup", function (e) {
acceleration[0] = 0;
});
rightTurnButton.addEventListener("mousedown", function (e) {
acceleration[0] = force;
});
rightTurnButton.addEventListener("mouseup", function (e) {
acceleration[0] = 0;
});
reverseMoveButton.addEventListener("mousedown", function (e) {
acceleration[1] = -force;
});
reverseMoveButton.addEventListener("mouseup", function (e) {
acceleration[1] = 0;
});
forwardMoveButton.addEventListener("mousedown", function (e) {
acceleration[1] = force;
});
forwardMoveButton.addEventListener("mouseup", function (e) {
acceleration[1] = 0;
});
rotateCWButton.addEventListener("mousedown", function (e) {
rotate = 1;
});
rotateCWButton.addEventListener("mouseup", function (e) {
rotate = 0;
});
rotateCCWButton.addEventListener("mousedown", function (e) {
rotate = -1;
});
rotateCCWButton.addEventListener("mouseup", function (e) {
rotate = 0;
});
fireButton.addEventListener("click", function (e) {
const [x, y] = getTranslate(hitbox);
fireBullet(x, y, velocity);
});
//]]></script>
</svg>