refactor velocity a bit for no real reason besides verbosity
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@ -1,11 +1,11 @@
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import { Component, ComponentNames, Velocity } from ".";
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export class Control extends Component {
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public controlVelocity: Velocity;
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public controlVelocityComponent: Velocity;
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constructor(controlVelocity: Velocity = new Velocity()) {
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constructor(controlVelocityComponent: Velocity = new Velocity()) {
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super(ComponentNames.Control);
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this.controlVelocity = controlVelocity;
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this.controlVelocityComponent = controlVelocityComponent;
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}
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}
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@ -3,21 +3,21 @@ import { Component } from "./Component";
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import { ComponentNames } from ".";
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export class Velocity extends Component {
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public dCartesian: Velocity2D;
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public dTheta: number;
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public velocity: Velocity2D;
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constructor(dCartesian: Velocity2D = { dx: 0, dy: 0 }, dTheta: number = 0) {
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constructor(
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velocity: Velocity2D = { dCartesian: { dx: 0, dy: 0 }, dTheta: 0 },
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) {
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super(ComponentNames.Velocity);
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this.dCartesian = dCartesian;
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this.dTheta = dTheta;
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this.velocity = velocity;
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}
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public add(velocity?: Velocity) {
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public add(velocity?: Velocity2D) {
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if (velocity) {
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this.dCartesian.dx += velocity.dCartesian.dx;
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this.dCartesian.dy += velocity.dCartesian.dy;
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this.dTheta += velocity.dTheta;
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this.velocity.dCartesian.dx += velocity.dCartesian.dx;
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this.velocity.dCartesian.dy += velocity.dCartesian.dy;
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this.velocity.dTheta += velocity.dTheta;
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}
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}
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}
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@ -35,7 +35,9 @@ export class Player extends Entity {
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),
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);
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this.addComponent(new Velocity({ dx: 0, dy: 0 }, 0));
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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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@ -9,8 +9,11 @@ export interface Dimension2D {
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}
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export interface Velocity2D {
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dCartesian: {
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dx: number;
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dy: number;
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};
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dTheta: number;
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}
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export interface Force2D {
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@ -10,7 +10,7 @@ import {
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import { Game } from "../Game";
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import { PhysicsConstants } from "../config";
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import { Entity } from "../entities";
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import type { Dimension2D } from "../interfaces";
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import type { Dimension2D, Velocity2D } from "../interfaces";
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import { QuadTree } from "../structures";
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export class Collision extends System {
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@ -91,9 +91,11 @@ export class Collision extends System {
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(entity) => entity.getComponent<BoundingBox>(ComponentNames.BoundingBox),
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);
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let velocity = new Velocity();
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let velocity: Velocity2D = { dCartesian: { dx: 0, dy: 0 }, dTheta: 0 };
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if (entityA.hasComponent(ComponentNames.Velocity)) {
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velocity = entityA.getComponent<Velocity>(ComponentNames.Velocity);
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velocity = entityA.getComponent<Velocity>(
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ComponentNames.Velocity,
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).velocity;
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}
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if (
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@ -20,21 +20,24 @@ export class FacingDirection extends System {
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return;
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}
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const totalVelocity: Velocity = new Velocity();
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const totalVelocityComponent = new Velocity();
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const control = entity.getComponent<Control>(ComponentNames.Control);
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const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
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totalVelocity.add(velocity);
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const velocity = entity.getComponent<Velocity>(
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ComponentNames.Velocity,
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).velocity;
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totalVelocityComponent.add(velocity);
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if (control) {
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totalVelocity.add(control.controlVelocity);
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totalVelocityComponent.add(control.controlVelocityComponent.velocity);
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}
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const facingDirection = entity.getComponent<FacingDirectionComponent>(
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ComponentNames.FacingDirection,
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);
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if (totalVelocity.dCartesian.dx > 0) {
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if (totalVelocityComponent.velocity.dCartesian.dx > 0) {
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entity.addComponent(facingDirection.facingRightSprite);
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} else if (totalVelocity.dCartesian.dx < 0) {
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} else if (totalVelocityComponent.velocity.dCartesian.dx < 0) {
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entity.addComponent(facingDirection.facingLeftSprite);
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}
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},
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@ -39,20 +39,24 @@ export class Input extends System {
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public update(_dt: number, game: Game) {
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game.forEachEntityWithComponent(ComponentNames.Control, (entity) => {
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const control = entity.getComponent<Control>(ComponentNames.Control);
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const controlComponent = entity.getComponent<Control>(
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ComponentNames.Control,
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);
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if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_RIGHT))) {
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control.controlVelocity.dCartesian.dx +=
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controlComponent.controlVelocityComponent.velocity.dCartesian.dx +=
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PhysicsConstants.PLAYER_MOVE_VEL;
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}
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if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_LEFT))) {
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control.controlVelocity.dCartesian.dx +=
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controlComponent.controlVelocityComponent.velocity.dCartesian.dx +=
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-PhysicsConstants.PLAYER_MOVE_VEL;
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}
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if (entity.hasComponent(ComponentNames.Jump)) {
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const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
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const velocity = entity.getComponent<Velocity>(
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ComponentNames.Velocity,
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).velocity;
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const jump = entity.getComponent<Jump>(ComponentNames.Jump);
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if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.JUMP))) {
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@ -11,7 +11,7 @@ import {
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Control,
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} from "../components";
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import { PhysicsConstants } from "../config";
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import type { Force2D } from "../interfaces";
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import type { Force2D, Velocity2D } from "../interfaces";
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import { Game } from "../Game";
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export class Physics extends System {
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@ -23,7 +23,9 @@ export class Physics extends System {
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game.forEachEntityWithComponent(ComponentNames.Forces, (entity) => {
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const mass = entity.getComponent<Mass>(ComponentNames.Mass).mass;
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const forces = entity.getComponent<Forces>(ComponentNames.Forces).forces;
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const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
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const velocity = entity.getComponent<Velocity>(
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ComponentNames.Velocity,
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).velocity;
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const inertia = entity.getComponent<Moment>(
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ComponentNames.Moment,
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).inertia;
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@ -73,12 +75,14 @@ export class Physics extends System {
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});
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game.forEachEntityWithComponent(ComponentNames.Velocity, (entity) => {
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const velocity: Velocity = new Velocity();
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const velocityComponent: Velocity = new Velocity();
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const control = entity.getComponent<Control>(ComponentNames.Control);
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velocity.add(entity.getComponent<Velocity>(ComponentNames.Velocity));
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velocityComponent.add(
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entity.getComponent<Velocity>(ComponentNames.Velocity).velocity,
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);
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if (control) {
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velocity.add(control.controlVelocity);
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velocityComponent.add(control.controlVelocityComponent.velocity);
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}
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const boundingBox = entity.getComponent<BoundingBox>(
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@ -86,9 +90,9 @@ export class Physics extends System {
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);
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// integrate velocity
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boundingBox.center.x += velocity.dCartesian.dx * dt;
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boundingBox.center.y += velocity.dCartesian.dy * dt;
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boundingBox.rotation += velocity.dTheta * dt;
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boundingBox.center.x += velocityComponent.velocity.dCartesian.dx * dt;
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boundingBox.center.y += velocityComponent.velocity.dCartesian.dy * dt;
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boundingBox.rotation += velocityComponent.velocity.dTheta * dt;
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boundingBox.rotation =
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(boundingBox.rotation < 0
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? 360 + boundingBox.rotation
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@ -96,7 +100,7 @@ export class Physics extends System {
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// clear the control velocity
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if (control) {
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control.controlVelocity = new Velocity();
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control.controlVelocityComponent = new Velocity();
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}
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});
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}
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