fix explosion physics
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bf8226481d
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8a8a9c8ae3
7 changed files with 54 additions and 24 deletions
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@ -16,7 +16,7 @@ Renderer.prototype.renderAsteroid = (pallet, body) => {
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}
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context.closePath();
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context.strokeStyle = '#fff';
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context.fillStyle = '#090909';
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context.fillStyle = body.debug ? `rgb(${body.debug}, 9, 9)` : '#090909';
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context.fill();
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context.stroke();
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@ -2,6 +2,11 @@ class Asteroid extends Body {
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constructor(data) {
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super(data)
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this.bodyType = 'asteroid';
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this.debug = 0;
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}
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updateType(data) {
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this.debug = data[6];
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}
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tick() {
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@ -9,6 +9,8 @@ class Asteroid extends Body {
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this.x = pos.x;
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this.y = pos.y;
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this.debug = 0;
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this.size = size;
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this.type = 'asteroid';
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@ -23,8 +25,13 @@ class Asteroid extends Body {
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return [build];
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}
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tickType() {
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if (this.debug > 0)
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this.debug--;
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}
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packTypeDelta() {
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return [];
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return [this.debug];
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}
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packFull() {
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@ -26,6 +26,12 @@ class Body {
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b.ApplyForce(new b2Vec2(x, y), c);
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}
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applyImpulse(x, y, center) {
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let b = this.b2body;
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let c = center ? new b2Vec2(center.x, center.y) : b.GetWorldCenter();
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b.ApplyLinearImpulse(new b2Vec2(x, y), c);
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}
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applyTorque(f) {
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this.b2body.ApplyTorque(f);
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}
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@ -81,8 +87,8 @@ class Body {
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get vel() {
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return {
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xvel: this.b2body.GetLinearVelocity().x,
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yvel: this.b2body.GetLinearVelocity().y
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x: this.b2body.GetLinearVelocity().x,
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y: this.b2body.GetLinearVelocity().y
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}
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}
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}
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@ -4,6 +4,8 @@ const Physics = require('./physics.js');
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const Ship = require('./ship.js');
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const Spawner = require('./spawner.js');
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const b2Vec2 = require('box2d-html5').b2Vec2;
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class World {
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constructor(room) {
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this.physics = new Physics();
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@ -66,15 +68,20 @@ class World {
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}
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explosion(pos, power) {
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var rays = Array(50).fill().map((_, i) => {
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let a = Math.PI * i / 25;
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let x = pos.x + Math.cos(a) * Math.sqrt(power);
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let y = pos.y + Math.sin(a) * Math.sqrt(power);
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return this.physics.raycast(pos, { x : x, y: y }, (body, point, dis) => {
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dis = Math.max(dis, 0.5);
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var rays = Array(200).fill().map((_, i) => {
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let a = Math.PI * i / 100;
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let rx = Math.cos(a) * Math.sqrt(power);
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let ry = Math.sin(a) * Math.sqrt(power);
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let x = pos.x + rx;
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let y = pos.y + ry;
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let closest = this.physics.raycast(pos, { x : x, y: y });
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if (!closest)
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return;
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let dis = Math.max(closest.dis, 1);
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let force = power * (1 / dis) * (1 / dis);
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body.applyForce(x * force, y * force, point);
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});
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closest.body.debug = (255 * (force / power)) | 0;
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force *= 0.001;
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closest.body.applyImpulse(rx * force, ry * force, closest.point);
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});
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}
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@ -11,10 +11,12 @@ class Missile extends Body {
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this.xvel = pos.xvel;
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this.yvel = pos.yvel;
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this.r = pos.r;
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this.xvel += Math.cos(this.r) * 0.2;
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this.yvel += Math.sin(this.r) * 0.2;
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this.source = source;
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this.player = source.player;
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this.fuel = 100;
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this.fuel = 200;
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this.type = 'missile';
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this.frame = [[[0, 0], [10, 0], [10, 3], [0, 3]]];
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@ -25,19 +27,20 @@ class Missile extends Body {
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}
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detonate() {
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this.world.explosion(this.pos, 10);
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this.world.explosion(this.center, 10);
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this.world.removeBody(this);
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}
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tickType() {
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let power = 0.005;
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let power = 0.004;
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let x = Math.cos(this.b2body.GetAngleRadians()) * power;
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let y = Math.sin(this.b2body.GetAngleRadians()) * power;
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this.applyForce(x, y);
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if(this.fuel-- <= 0)
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if(this.fuel-- <= 0) {
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this.detonate();
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}
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}
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packTypeDelta() {
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return [];
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@ -43,7 +43,7 @@ class Physics {
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bodyDef.angle = body.r || 0;
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bodyDef.fixedRotation = false;
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bodyDef.active = true;
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bodyDef.linearVelocity = new b2Vec2(body.xvel / s || 0, body.yvel / s || 0);
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bodyDef.linearVelocity = new b2Vec2(body.xvel || 0, body.yvel || 0);
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bodyDef.angularVelocity = body.rvel || 0;
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bodyDef.bullet = body.type == 'missile';
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bodyDef.linearDamping = body.type == 'asteroid' ? 0.003 : 0.01;
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@ -69,13 +69,15 @@ class Physics {
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//if (body.type == 'ship') console.log(b2body.GetLocalCenter());
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}
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raycast(start, end, callback) {
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raycast(start, end) {
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let p1 = new b2Vec2(start.x, start.y);
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let p2 = new b2Vec2(end.x, end.x);
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let p2 = new b2Vec2(end.x, end.y);
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let dx = p1.x - p2.x;
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let dy = p1.y - p2.y;
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let dis = Math.sqrt(dx * dx + dy * dy);
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let closest = {};
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let closest = {
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fraction: 1
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};
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let i = 0;
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this.world.RayCast((fixture, point, normal, fraction) => {
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let body = fixture.GetBody().GetUserData();;
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@ -83,13 +85,13 @@ class Physics {
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closest = {
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body: body,
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fraction: fraction,
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point: point
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point: point,
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dis: dis * fraction
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}
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}
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//console.log(fixture.GetNext());
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callback(body, point, dis * fraction);
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return fraction;
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}, p1, p2);
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return closest.body ? closest : false;
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}
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remove(body) {
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