Movement bug with two+ pushable entities
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parent
cf4dbf91dd
commit
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2
src/bootstrap.js
vendored
2
src/bootstrap.js
vendored
@ -1,6 +1,6 @@
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game.bootstrap = (() => {
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const scripts = [
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{ src: ['src/utils/objectEquivalence.js', 'src/utils/unitizeVector.js'], id: 'utils'},
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{ src: ['src/utils/objectEquivalence.js', 'src/utils/unitizeVector.js', 'src/utils/clamp.js'], id: 'utils'},
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{ src: ['src/render/graphics.js'], id: 'graphics' },
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{ src: ['src/components/component.js'], id: 'component' },
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{
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@ -26,7 +26,7 @@ game.initialize = () => {
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game.entities = {};
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Array(400).fill(null).forEach((_, i) => {
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Array(10).fill(null).forEach((_, i) => {
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const bigBlue = game.createBigBlue();
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bigBlue.addComponent(game.components.GridPosition({x: Math.floor(Math.random() * 15), y: Math.floor(Math.random() * 13)}));
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bigBlue.addComponent(game.components.Pushable());
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@ -52,18 +52,31 @@ game.system.GridSystem = ({ xDim, yDim, canvasWidth, canvasHeight }) => {
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});
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// TODO: Loop in momentum direction until we find an entity that does not have "push" component
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const proposed = {x: entity.components.gridPosition.x + momentumVector.dx, y: entity.components.gridPosition.y + momentumVector.dy}
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const proposed = {
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x: entity.components.gridPosition.x + momentumVector.dx,
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y: entity.components.gridPosition.y + momentumVector.dy
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};
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const entitiesInCell = entitiesGrid[proposed.x][proposed.y];
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const proposedCopy = {...proposed};
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let found = false;
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do {
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found = false;
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const entitiesInCell = entitiesGrid[proposedCopy.y][proposedCopy.x];
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entitiesInCell.forEach((entity) => {
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if (entity.hasComponent("pushable")) {
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entity.addComponent(game.components.Momentum({...momentumVector}));
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found = true;
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}
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});
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proposedCopy.x += momentumVector.dx;
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proposedCopy.y += momentumVector.dy;
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const proposedCopyInBounds = clamp(proposedCopy, xDim, yDim);
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if (!equivalence(proposedCopyInBounds, proposedCopy)) {
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found = false;
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}
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} while (found);
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for (let id in entitiesInCell) {
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if (entitiesInCell[id].hasComponent("pushable")) {
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entitiesInCell[id].addComponent(game.components.Momentum({...momentumVector}));
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}
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}
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entity.components.gridPosition.x = entity.components.gridPosition.x + momentumVector.dx;
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entity.components.gridPosition.y = entity.components.gridPosition.y + momentumVector.dy;
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entity.components.gridPosition = {...entity.components.gridPosition, ...proposed};
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entity.components.position = {
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...entity.components.position,
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@ -6,8 +6,7 @@ game.system.Physics = () => {
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const {dx, dy} = entity.components.momentum;
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entity.components.position.x += dx * elapsedTime;
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entity.components.position.y += dy * elapsedTime;
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entity.components.position.x = Math.max(0, Math.min(game.canvas.width - entity.components.appearance.width, entity.components.position.x));
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entity.components.position.y = Math.max(0, Math.min(game.canvas.height - entity.components.appearance.height, entity.components.position.y));
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entity.components.position = clamp(entity.components.position, game.canvas.width - entity.components.appearance.width, game.canvas.height - entity.components.appearance.height);
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}
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}
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}
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6
src/utils/clamp.js
Normal file
6
src/utils/clamp.js
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@ -0,0 +1,6 @@
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const clamp = (vector, maxX, maxY) => {
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const newVector = {...vector};
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newVector.x = Math.max(0, Math.min(maxX, vector.x));
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newVector.y = Math.max(0, Math.min(maxY, vector.y));
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return newVector;
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}
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