Add basic planet collision

This commit is contained in:
asraelite 2018-03-03 14:02:20 +00:00
parent b02675f4fb
commit 09b3df649c
6 changed files with 42 additions and 11 deletions

View file

@ -12,7 +12,7 @@ export const STAR_DENSITY = (SECTOR_SIZE ** 2) / 10000;
// G, G-boy, The big G, Mr. G, g's big brother, G-dog // G, G-boy, The big G, Mr. G, g's big brother, G-dog
export const GRAVITATIONAL_CONSTANT = 0.01; export const GRAVITATIONAL_CONSTANT = 0.01;
// Perspective constraints. Higher zoom value = closer. // Perspective constraints. Higher zoom value = closer.
export const MIN_ZOOM = 2; export const MIN_ZOOM = 1;
export const MAX_ZOOM = 30; export const MAX_ZOOM = 30;
export const DEFAULT_ZOOM = 10; export const DEFAULT_ZOOM = 10;
export const ZOOM_SPEED = 0.01; export const ZOOM_SPEED = 0.01;

View file

@ -18,7 +18,7 @@ export async function init() {
gui.init(); gui.init();
input.init(); input.init();
events.startGame(); //events.startGame();
//tick(); return; //tick(); return;

View file

@ -102,10 +102,10 @@ class Perspective {
} }
transformCanvas() { transformCanvas() {
let [bx, by, bw, bh] = this.bounds; let [,,bw, bh] = this.bounds;
let tx = -this.x + bw / 2; let tx = -this.x * this.zoom;
let ty = -this.y + bh / 2; let ty = -this.y * this.zoom;
context.translate(tx, ty); context.translate(tx + bw / 2, ty + bh / 2);
context.scale(this.zoom, this.zoom); context.scale(this.zoom, this.zoom);
} }
} }

View file

@ -3,8 +3,8 @@ import {images as assets} from '../assets.mjs';
import * as world from '../world/index.mjs'; import * as world from '../world/index.mjs';
export function render() { export function render() {
world.ships.forEach(renderShip);
world.celestials.forEach(renderCelestial); world.celestials.forEach(renderCelestial);
world.ships.forEach(renderShip);
} }
function renderShip(ship) { function renderShip(ship) {
@ -24,5 +24,6 @@ const celestialImages = {
} }
function renderCelestial(cel) { function renderCelestial(cel) {
context.drawImage(cel.image, cel.x, cel.y, cel.diameter, cel.diameter); context.drawImage(cel.image, cel.x - cel.radius, cel.y - cel.radius,
cel.diameter, cel.diameter);
} }

View file

@ -11,9 +11,14 @@ export default class Body {
this.mass = mass; this.mass = mass;
} }
tickMotion() {
this.x += this.xvel;
this.y += this.yvel;
}
tickGravity(bodies) { tickGravity(bodies) {
bodies.forEach(b => { bodies.forEach(b => {
let force = b.mass / this.mass / (distanceTo(b) ** 2) * G; let force = b.mass / this.mass / (this.distanceTo(b) ** 2) * G;
let angle = Math.atan2(b.y - this.y, b.x - this.x); let angle = Math.atan2(b.y - this.y, b.x - this.x);
this.xvel += Math.cos(angle) * force; this.xvel += Math.cos(angle) * force;
this.yvel += Math.sin(angle) * force; this.yvel += Math.sin(angle) * force;
@ -21,6 +26,18 @@ export default class Body {
} }
distanceTo(body) { distanceTo(body) {
return Math.sqrt(((body.x - this.x) ** 2) + ((body.y - this.y) ** 2)); return Math.max(Math.sqrt(((body.x - this.x) ** 2) +
((body.y - this.y) ** 2)), 1);
}
approach(body, distance) {
let angle = Math.atan2(body.y - this.y, body.x - this.x);
this.x += Math.cos(angle) * distance;
this.y += Math.sin(angle) * distance;
}
halt() {
this.xvel = 0;
this.yvel = 0;
} }
} }

View file

@ -1,5 +1,6 @@
import Module from './module.mjs'; import Module from './module.mjs';
import Body from './body.mjs'; import Body from './body.mjs';
import * as world from './index.mjs';
export default class Ship extends Body { export default class Ship extends Body {
constructor(x, y) { constructor(x, y) {
@ -10,7 +11,9 @@ export default class Ship extends Body {
} }
tick() { tick() {
this.tickMotion();
this.tickGravity(world.celestials);
this.resolveCollisions();
} }
addModule(x, y, properties, options) { addModule(x, y, properties, options) {
@ -32,4 +35,14 @@ export default class Ship extends Body {
[ax + b.x * b.mass, ay + b.y * b.mass], [0, 0]) [ax + b.x * b.mass, ay + b.y * b.mass], [0, 0])
.map(x => x / this.mass); .map(x => x / this.mass);
} }
resolveCollisions() {
world.celestials.forEach(c => {
let dis = this.distanceTo(c);
if (dis < c.radius) {
this.approach(c, dis - c.radius);
this.halt();
}
})
}
} }