refactor velocity a bit for no real reason besides verbosity

This commit is contained in:
Elizabeth Hunt 2023-08-13 17:09:12 -06:00
parent 98e795029b
commit 2dc3120831
Signed by: simponic
GPG Key ID: 52B3774857EB24B1
8 changed files with 55 additions and 37 deletions

View File

@ -1,11 +1,11 @@
import { Component, ComponentNames, Velocity } from ".";
export class Control extends Component {
public controlVelocity: Velocity;
public controlVelocityComponent: Velocity;
constructor(controlVelocity: Velocity = new Velocity()) {
constructor(controlVelocityComponent: Velocity = new Velocity()) {
super(ComponentNames.Control);
this.controlVelocity = controlVelocity;
this.controlVelocityComponent = controlVelocityComponent;
}
}

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@ -3,21 +3,21 @@ import { Component } from "./Component";
import { ComponentNames } from ".";
export class Velocity extends Component {
public dCartesian: Velocity2D;
public dTheta: number;
public velocity: Velocity2D;
constructor(dCartesian: Velocity2D = { dx: 0, dy: 0 }, dTheta: number = 0) {
constructor(
velocity: Velocity2D = { dCartesian: { dx: 0, dy: 0 }, dTheta: 0 },
) {
super(ComponentNames.Velocity);
this.dCartesian = dCartesian;
this.dTheta = dTheta;
this.velocity = velocity;
}
public add(velocity?: Velocity) {
public add(velocity?: Velocity2D) {
if (velocity) {
this.dCartesian.dx += velocity.dCartesian.dx;
this.dCartesian.dy += velocity.dCartesian.dy;
this.dTheta += velocity.dTheta;
this.velocity.dCartesian.dx += velocity.dCartesian.dx;
this.velocity.dCartesian.dy += velocity.dCartesian.dy;
this.velocity.dTheta += velocity.dTheta;
}
}
}

View File

@ -35,7 +35,9 @@ export class Player extends Entity {
),
);
this.addComponent(new Velocity({ dx: 0, dy: 0 }, 0));
this.addComponent(
new Velocity({ dCartesian: { dx: 0, dy: 0 }, dTheta: 0 }),
);
this.addComponent(new Mass(Player.MASS));
this.addComponent(new Moment(Player.MOI));

View File

@ -9,8 +9,11 @@ export interface Dimension2D {
}
export interface Velocity2D {
dx: number;
dy: number;
dCartesian: {
dx: number;
dy: number;
};
dTheta: number;
}
export interface Force2D {

View File

@ -10,7 +10,7 @@ import {
import { Game } from "../Game";
import { PhysicsConstants } from "../config";
import { Entity } from "../entities";
import type { Dimension2D } from "../interfaces";
import type { Dimension2D, Velocity2D } from "../interfaces";
import { QuadTree } from "../structures";
export class Collision extends System {
@ -91,9 +91,11 @@ export class Collision extends System {
(entity) => entity.getComponent<BoundingBox>(ComponentNames.BoundingBox),
);
let velocity = new Velocity();
let velocity: Velocity2D = { dCartesian: { dx: 0, dy: 0 }, dTheta: 0 };
if (entityA.hasComponent(ComponentNames.Velocity)) {
velocity = entityA.getComponent<Velocity>(ComponentNames.Velocity);
velocity = entityA.getComponent<Velocity>(
ComponentNames.Velocity,
).velocity;
}
if (

View File

@ -20,21 +20,24 @@ export class FacingDirection extends System {
return;
}
const totalVelocity: Velocity = new Velocity();
const totalVelocityComponent = new Velocity();
const control = entity.getComponent<Control>(ComponentNames.Control);
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
totalVelocity.add(velocity);
const velocity = entity.getComponent<Velocity>(
ComponentNames.Velocity,
).velocity;
totalVelocityComponent.add(velocity);
if (control) {
totalVelocity.add(control.controlVelocity);
totalVelocityComponent.add(control.controlVelocityComponent.velocity);
}
const facingDirection = entity.getComponent<FacingDirectionComponent>(
ComponentNames.FacingDirection,
);
if (totalVelocity.dCartesian.dx > 0) {
if (totalVelocityComponent.velocity.dCartesian.dx > 0) {
entity.addComponent(facingDirection.facingRightSprite);
} else if (totalVelocity.dCartesian.dx < 0) {
} else if (totalVelocityComponent.velocity.dCartesian.dx < 0) {
entity.addComponent(facingDirection.facingLeftSprite);
}
},

View File

@ -39,20 +39,24 @@ export class Input extends System {
public update(_dt: number, game: Game) {
game.forEachEntityWithComponent(ComponentNames.Control, (entity) => {
const control = entity.getComponent<Control>(ComponentNames.Control);
const controlComponent = entity.getComponent<Control>(
ComponentNames.Control,
);
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_RIGHT))) {
control.controlVelocity.dCartesian.dx +=
controlComponent.controlVelocityComponent.velocity.dCartesian.dx +=
PhysicsConstants.PLAYER_MOVE_VEL;
}
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_LEFT))) {
control.controlVelocity.dCartesian.dx +=
controlComponent.controlVelocityComponent.velocity.dCartesian.dx +=
-PhysicsConstants.PLAYER_MOVE_VEL;
}
if (entity.hasComponent(ComponentNames.Jump)) {
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
const velocity = entity.getComponent<Velocity>(
ComponentNames.Velocity,
).velocity;
const jump = entity.getComponent<Jump>(ComponentNames.Jump);
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.JUMP))) {

View File

@ -11,7 +11,7 @@ import {
Control,
} from "../components";
import { PhysicsConstants } from "../config";
import type { Force2D } from "../interfaces";
import type { Force2D, Velocity2D } from "../interfaces";
import { Game } from "../Game";
export class Physics extends System {
@ -23,7 +23,9 @@ export class Physics extends System {
game.forEachEntityWithComponent(ComponentNames.Forces, (entity) => {
const mass = entity.getComponent<Mass>(ComponentNames.Mass).mass;
const forces = entity.getComponent<Forces>(ComponentNames.Forces).forces;
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
const velocity = entity.getComponent<Velocity>(
ComponentNames.Velocity,
).velocity;
const inertia = entity.getComponent<Moment>(
ComponentNames.Moment,
).inertia;
@ -73,12 +75,14 @@ export class Physics extends System {
});
game.forEachEntityWithComponent(ComponentNames.Velocity, (entity) => {
const velocity: Velocity = new Velocity();
const velocityComponent: Velocity = new Velocity();
const control = entity.getComponent<Control>(ComponentNames.Control);
velocity.add(entity.getComponent<Velocity>(ComponentNames.Velocity));
velocityComponent.add(
entity.getComponent<Velocity>(ComponentNames.Velocity).velocity,
);
if (control) {
velocity.add(control.controlVelocity);
velocityComponent.add(control.controlVelocityComponent.velocity);
}
const boundingBox = entity.getComponent<BoundingBox>(
@ -86,9 +90,9 @@ export class Physics extends System {
);
// integrate velocity
boundingBox.center.x += velocity.dCartesian.dx * dt;
boundingBox.center.y += velocity.dCartesian.dy * dt;
boundingBox.rotation += velocity.dTheta * dt;
boundingBox.center.x += velocityComponent.velocity.dCartesian.dx * dt;
boundingBox.center.y += velocityComponent.velocity.dCartesian.dy * dt;
boundingBox.rotation += velocityComponent.velocity.dTheta * dt;
boundingBox.rotation =
(boundingBox.rotation < 0
? 360 + boundingBox.rotation
@ -96,7 +100,7 @@ export class Physics extends System {
// clear the control velocity
if (control) {
control.controlVelocity = new Velocity();
control.controlVelocityComponent = new Velocity();
}
});
}