89 lines
2.1 KiB
JavaScript
89 lines
2.1 KiB
JavaScript
import Module from './module.mjs';
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import Body from './body.mjs';
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import * as world from './index.mjs';
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import * as particle from './particle.mjs';
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export default class Ship extends Body {
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constructor(x, y) {
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super(x, y, 0);
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this.localCom = [0, 0];
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this.modules = new Set();
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this.maxRadius = 0;
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}
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get com() {
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let [lx, ly] = this.localCom;
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return [this.x + lx, this.y + ly];
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}
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tick() {
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this.tickMotion();
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this.tickGravity(world.celestials);
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this.resolveCollisions();
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this.modules.forEach(m => {
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if (m.type == 'thruster' && m.power !== 0) {
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for (let i = 0; i < 2; i++) particle.createThrustExhaust(m);
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}
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});
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this.modules.forEach(m => m.reset());
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}
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addModule(x, y, properties, options) {
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let module = new Module(x, y, this, {...properties, ...options});
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this.modules.add(module);
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this.refreshShape();
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}
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deleteModule(module) {
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this.modules.delete(module);
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this.refreshShape();
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}
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refreshShape() {
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let points = [];
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this.modules.forEach(m => points.push([...m.localCom, m.mass]));
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this.mass = points.reduce((a, [,,b]) => a + b, 0);
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this.localCom = points.reduce(([ax, ay], [bx, by, bm]) =>
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[ax + bx * bm, ay + by * bm], [0, 0])
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.map(x => x / this.mass);
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let [lx, ly] = this.localCom;
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this.maxRadius = points.reduce((a, [bx, by]) =>
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Math.max(Math.sqrt((bx - lx) ** 2 + (by - ly) ** 2), a), 0) + 1;
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}
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resolveCollisions() {
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world.celestials.forEach(c => {
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let dis = this.distanceTo(c);
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if (dis < c.radius + this.maxRadius) {
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this.modules.forEach(m => {
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this.checkModuleCollision(m, c);
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});
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}
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})
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}
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checkModuleCollision(module, body) {
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let p = this.getWorldPoint(...module.localCom)
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let dis = body.distanceTo({ com: p });
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if (dis < body.radius + 0.5) {
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this.approach(body, dis - (body.radius + 0.5));
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this.halt();
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}
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}
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applyThrust({ forward = 0, left = 0, right = 0, back = 0,
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turnLeft = 0, turnRight = 0}) {
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let turnForce = (turnRight - turnLeft) / 20;
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this.applyDirectionalForce(0, -forward / 30, turnForce);
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this.modules.forEach(m => {
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if (m.type !== 'thruster') return;
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m.power = forward;
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});
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}
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}
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