Add start of ship rendering

This commit is contained in:
asraelite 2018-03-03 00:04:17 +00:00
parent 4a253b0184
commit 704c82838a
15 changed files with 199 additions and 13 deletions

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@ -7,3 +7,5 @@
export const SECTOR_SIZE = 512;
// Star count per sector.
export const STAR_DENSITY = (SECTOR_SIZE ** 2) / 10000;
// G, G-boy, The big G, Mr. G, g's big brother, G-dog
export const GRAVITATIONAL_CONSTANT = 0.01;

32
js/data.mjs Normal file
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@ -0,0 +1,32 @@
export const modules = {
capsule: {
small: {
name: 'Small Capsule',
tooltip: 'A small, simple capsule. Provides just enough ' +
'rotational power for a small rocket.',
type: 'capsule',
mass: 2,
rotation: 0.1
}
},
fuel: {
small: {
name: 'Small Fuel Tank',
tooltip: 'A small flimsy tank with enough fuel for a short trip.',
type: 'fuel',
mass: 1,
capacity: 3
}
},
thruster: {
light: {
name: 'Light Main Thruster',
tooltip: 'Powerful enough to lift a small ship, but not much ' +
'more. Not very efficient.',
type: 'thruster',
mass: 2,
thrust: 10,
isp: 200
}
}
}

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@ -1,5 +1,5 @@
import * as game from './index.mjs';
export function startGame() {
console.log('started');
game.changeView('game');
}

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@ -2,15 +2,15 @@ import * as graphics from '../graphics/index.mjs';
import * as gui from '../gui/index.mjs';
import * as assets from '../assets.mjs';
import * as input from '../input.mjs';
import * as world from '../world/index.mjs';
import * as events from './events.mjs';
export let game;
export let state;
export async function init() {
game = {
state: {
room: 'menu',
state = {
view: 'menu',
paused: false
}
};
graphics.init();
@ -18,6 +18,8 @@ export async function init() {
gui.init();
input.init();
//events.startGame();
// Recursive `requestAnimationFrame` can cause problems with Parcel.
while(true) {
await tick();
@ -25,7 +27,17 @@ export async function init() {
}
}
export function changeView(view) {
state.view = view;
gui.changeView(view);
if (view == 'game') {
world.init();
}
}
async function tick() {
if (state.view == 'game') world.tick();
gui.tick();
graphics.render();
input.tick();

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@ -3,6 +3,7 @@ import {getContainedSectors} from '../world/index.mjs';
import * as background from './background.mjs';
import * as gui from './gui.mjs';
import * as draw from './draw.mjs';
import * as ship from './ship.mjs';
export let canvas, context, tempCanvas, tempContext;
export let view;
@ -36,6 +37,7 @@ export function render() {
// TODO: Translate canvas.
background.render();
ship.render();
context.restore();

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@ -1,6 +0,0 @@
import {canvas, context} from './index.mjs';
import * as assets from '../assets.mjs';
export function render() {
}

12
js/graphics/ship.mjs Normal file
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@ -0,0 +1,12 @@
import {canvas, context} from './index.mjs';
import * as assets from '../assets.mjs';
import * as world from '../world/index.mjs';
export function render() {
world.ships.forEach(renderShip);
}
function renderShip(ship) {
context.fillStyle = 'red';
context.fillRect(ship.x, ship.y, 10, 10);
}

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@ -20,6 +20,10 @@ export function changeView(view) {
if (view == 'title') {
root.append(modules.title());
}
if (view == 'game') {
root.append(modules.game());
}
}
export function measureText(msg, font) {

View file

@ -33,3 +33,9 @@ export function title() {
return shadow;
}
export function game() {
let shadow = root();
return shadow;
}

26
js/world/body.mjs Normal file
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@ -0,0 +1,26 @@
import {GRAVITATIONAL_CONSTANT as G} from '../consts.mjs';
export default class Body {
constructor(x, y, mass) {
this.x = x;
this.y = y;
this.r = 0;
this.xvel = 0;
this.yvel = 0;
this.rvel = 0;
this.mass = mass;
}
tickGravity(bodies) {
bodies.forEach(b => {
let force = b.mass / this.mass / (distanceTo(b) ** 2) * G;
let angle = Math.atan2(b.y - this.y, b.x - this.x);
this.xvel += Math.cos(angle) * force;
this.yvel += Math.sin(angle) * force;
});
}
distanceTo(body) {
return Math.sqrt(((body.x - this.x) ** 2) + ((body.y - this.y) ** 2));
}
}

10
js/world/celestial.mjs Normal file
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@ -0,0 +1,10 @@
import Body from './body.mjs';
export default class Celestial extends Body {
constructor(x, y, radius, {
density = 1,
mass = (radius ** 2) * density
}) {
super(x, y, mass);
}
}

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@ -1,3 +1,26 @@
import * as sector from './sector.mjs';
import * as spawn from './spawn.mjs';
export {getSectorFromWorld, getContainedSectors} from './sector.mjs';
export const entities = new Set();
export const celestials = new Set();
export const ships = new Set();
export let playerShip = null;
export function setPlayerShip(ship) {
playerShip = ship;
}
export function init() {
entities.clear();
celestials.clear();
spawn.player();
}
export function tick() {
celestials.forEach(c => c.tick());
entities.forEach(e => e.tick());
ships.forEach(s => s.tick());
}

15
js/world/module.mjs Normal file
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@ -0,0 +1,15 @@
export default class Module {
constructor(x, y, {
name = 'Unnamed Module',
type = 'block',
mass = 1,
...properties
}) {
this.x = x;
this.y = y;
this.name = name;
this.type = type;
this.mass = mass;
}
}

35
js/world/ship.mjs Normal file
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@ -0,0 +1,35 @@
import Module from './module.mjs';
import Body from './body.mjs';
export default class Ship extends Body {
constructor(x, y) {
super(x, y, 0);
this.com = [0, 0];
this.modules = new Set();
}
tick() {
}
addModule(x, y, properties, options) {
let module = new Module(x, y, {...properties, ...options});
this.modules.add(module);
this.refreshShape();
}
deleteModule(module) {
this.modules.delete(module);
this.refreshShape();
}
refreshShape() {
let points = [];
this.modules.forEach(m => points.push([m.x, m.y, m.mass]));
this.mass = points.reduce((a, [,,b]) => a + b, 0);
this.com = points.reduce(([ax, ay], b) =>
[ax + b.x * b.mass, ay + b.y * b.mass], [0, 0])
.map(x => x / this.mass);
}
}

13
js/world/spawn.mjs Normal file
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@ -0,0 +1,13 @@
import Ship from './ship.mjs';
import Module from './module.mjs';
import {modules} from '../data.mjs';
import * as world from './index.mjs';
export function player() {
let ship = new Ship(0, 0);
ship.addModule(0, 0, modules.capsule.small);
ship.addModule(0, 1, modules.fuel.small, { filled: true });
ship.addModule(0, 2, modules.thruster.light);
world.ships.add(ship);
world.setPlayerShip(ship);
}