add client side physics

by god did this take a lot of debugging to get working
This commit is contained in:
Asraelite 2016-03-24 00:13:10 +00:00
parent 65f78ec3ac
commit 1412cabbb4
19 changed files with 697 additions and 71 deletions

View file

@ -1,14 +1,14 @@
function Ship(data) {
this.id = data.id;
this.team = data.team;
this.x = data.delta[0];
this.y = data.delta[1];
this.r = data.delta[4];
this.xvel = data.delta[2];
this.yvel = data.delta[3];
this.rvel = data.delta[5];
this.r = data.delta[2];
this.team = data.team;
this.name = data.name;
this.hull = '01';
this.move = [];
this.thrust = {};
this.power = data.power;
this.mounts = data.mounts;
this.turrets = data.turrets;
this.frame = data.frame;
@ -18,46 +18,71 @@ function Ship(data) {
'large': 24
}[data.size];
this.lastMove = [];
this.b2body = false;
this.bodyType = 'ship';
this.com = {
x: 16,
y: 17.6
x: 0,
y: 0
};
var b2Vec2 = Box2D.Common.Math.b2Vec2;
var s = SCALE;
this.getPos = function() {
var pos = this.b2body.GetPosition();
var angle = this.b2body.GetAngle();
return {
x: this.x * s,
y: this.y * s
x: pos.x,
y: pos.y,
r: angle
}
}
};
this.update = function (data) {
this.x = data[0];
this.y = data[1];
this.xvel = data[2];
this.xvel = data[2]
this.yvel = data[3];
this.r = data[4];
this.rvel = data[5];
if(this != game.world.playerShip) this.move[0] = data[6];
}
this.updated = true;
this.thrust = {
forward: data[6],
left: data[7],
right: data[8]
}
};
this.updateMove = function() {
if (JSON.stringify(this.move) != JSON.stringify(this.lastMove) || true) {
game.net.update(this.move);
this.lastMove = Array.apply(0, this.move); // Bloody Javascript.
}
}
};
this.applyForce = function(x, y) {
var b = this.b2body;
b.ApplyForce(new b2Vec2(x, y), b.GetWorldCenter());
};
this.applyTorque = function(f) {
this.b2body.ApplyTorque(f);
};
this.tick = function() {
this.x += this.xvel * 10;
this.y += this.yvel * 10;
//this.r += this.rvel * 10;
this.xvel *= 0.98;
this.yvel *= 0.98;
if (this.move[0]) {
var power = this.power.forward;
var x = Math.cos(this.getPos().r) * power;
var y = Math.sin(this.getPos().r) * power;
this.applyForce(x, y);
}
if (this.move[1]) this.rvel -= 0.01;
if (this.move[2]) this.rvel += 0.01;
}
if (this.move[1]) {
this.applyTorque(-this.power.rotation);
}
if (this.move[2]) {
this.applyTorque(this.power.rotation);
}
};
}