Bug fixes
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69fee5e73d
commit
ce6a707526
5 changed files with 30 additions and 9 deletions
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@ -18,8 +18,8 @@ export const MAX_ZOOM = 100;
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export const DEFAULT_ZOOM = 10;
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export const ZOOM_SPEED = 0.01;
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// Ship landing. Angle in radians.
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export const TIP_ANGLE = 0.3;
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export const TIP_SPEED = 0.015;
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export const TIP_ANGLE = 0.25;
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export const TIP_SPEED = 0.03;
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// Ship flight mechanics. Speed measured in units per tick.
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export const FUEL_BURN_RATE = 0.01;
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export const THRUST_POWER = 0.007;
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@ -48,6 +48,8 @@ function tickPlaying() {
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if (pressed[mapping.inventory]) {
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state.inventory = !state.inventory;
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}
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if (pressed['KeyR']) events.startGame();
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}
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function tickEditing() {
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@ -1,3 +1,4 @@
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import {state} from './index.mjs';
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import {modules} from '../data.mjs';
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import {images as assets} from '../assets.mjs';
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import * as events from './events.mjs';
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@ -5,6 +6,8 @@ import * as events from './events.mjs';
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export const items = new Map();
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export let currentItem = null;
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let onupdate = () => {};
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export function init() {
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items.clear();
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}
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@ -20,6 +23,7 @@ export function addItem(type, id) {
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if (!items.has(mapId)) items.set(mapId, new Tile(type, id));
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let tile = items.get(mapId);
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tile.increase();
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update();
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}
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export function removeItem(type, id) {
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@ -31,11 +35,22 @@ export function removeItem(type, id) {
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items.delete(mapId);
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currentItem = null;
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}
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events.tossItem();
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if (!state.editing)
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events.tossItem();
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update();
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}
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export function selectItem(type, id) {
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currentItem = items.get(toId(type, id));
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update();
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}
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export function setOnupdate(func) {
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onupdate = func;
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}
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function update() {
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onupdate();
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}
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function toId(type, id) {
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@ -11,6 +11,7 @@ export default class GuiInventory extends GuiElement {
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this.tileWidth = 4;
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this.tileHeight = 5;
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this.currentPage = 0;
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inventory.setOnupdate(this.updateTiles.bind(this));
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}
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updateTiles() {
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@ -111,16 +111,19 @@ export default class Ship extends Body {
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}
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resolveCelestialCollision(pos, cel) {
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//debugger;
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// I don't even know why this works, don't touch it.
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let theta = this.angleTo(...this.com, ...cel.com);
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let angleToCom = this.angleTo(...this.com, ...pos);
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let angle = angleToCom - theta;
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let [force] = this.rotateVector(0, 1, angle);
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if (Math.abs(angle) < consts.TIP_ANGLE) {
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let turnAngle = angleToCom - theta;
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let checkAngle = theta - this.r - Math.PI / 2;
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let [force] = this.rotateVector(0, 1, turnAngle);
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if (Math.abs(checkAngle) < consts.TIP_ANGLE) {
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force *= -1;
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}
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if (Math.abs(angle) < 0.003
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&& Math.abs(this.rvel) < 0.001) {
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let canLand = Math.abs(checkAngle) < 0.03
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&& Math.abs(this.rvel) < 0.001;
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if (canLand) {
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this.landed = true;
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this.rvel = 0;
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this.r = theta - Math.PI / 2;
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