2023-08-25 18:48:17 -04:00
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import { Entity, EntityNames } from '.';
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import { IMAGES, SPRITE_SPECS, Sprites, type SpriteSpec } from '../config';
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import {
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Jump,
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FacingDirection,
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BoundingBox,
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Sprite,
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Velocity,
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Gravity,
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WallBounded,
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Forces,
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Collide,
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Mass,
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Moment,
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ComponentNames,
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Control
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} from '../components';
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import { Direction } from '../interfaces';
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export class Player extends Entity {
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private static MASS: number = 10;
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private static MOI: number = 100;
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(
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Sprites.COFFEE
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) as SpriteSpec;
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constructor() {
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super(EntityNames.Player);
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this.addComponent(
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new BoundingBox(
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{
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x: 0,
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y: 0
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},
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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0
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)
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);
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this.addComponent(
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new Velocity({ dCartesian: { dx: 0, dy: 0 }, dTheta: 0 })
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);
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this.addComponent(new Mass(Player.MASS));
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this.addComponent(new Moment(Player.MOI));
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this.addComponent(new Forces());
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this.addComponent(new Gravity());
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this.addComponent(new Jump());
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this.addComponent(new Collide());
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this.addComponent(new WallBounded());
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this.addFacingDirectionComponents();
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}
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private addFacingDirectionComponents() {
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const [leftSprite, rightSprite] = [Direction.LEFT, Direction.RIGHT].map(
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(direction) =>
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new Sprite(
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IMAGES.get(Player.spriteSpec.states?.get(direction)?.sheet as string),
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{ x: 0, y: 0 },
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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Player.spriteSpec.msPerFrame,
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Player.spriteSpec.frames
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)
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);
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this.addComponent(new FacingDirection(leftSprite, rightSprite));
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this.addComponent(leftSprite); // face left by default
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}
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public serialize(): Record<string, any> {
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return {
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control: this.getComponent<Control>(ComponentNames.Control),
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boundingBox: this.getComponent<BoundingBox>(ComponentNames.BoundingBox),
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velocity: this.getComponent<Velocity>(ComponentNames.Velocity),
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forces: this.getComponent<Forces>(ComponentNames.Forces)
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};
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}
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public setFrom(args: Record<string, any>) {
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const { control, forces, velocity, boundingBox } = args;
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let center = boundingBox.center;
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const myCenter = this.getComponent<BoundingBox>(
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ComponentNames.BoundingBox
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).center;
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const distance = Math.sqrt(
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Math.pow(center.y - myCenter.y, 2) + Math.pow(center.x - myCenter.x, 2)
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);
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const clientServerPredictionCenterThreshold = 30;
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if (distance < clientServerPredictionCenterThreshold) center = myCenter;
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[
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Object.assign(new Control(control.controllableBy), control),
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new Velocity(velocity.velocity),
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new Forces(forces.forces),
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new BoundingBox(center, boundingBox.dimension, boundingBox.rotation)
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].forEach((component) => this.addComponent(component));
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}
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}
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