add lasers
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parent
cf4e8024af
commit
f87aa1446d
31 changed files with 298 additions and 125 deletions
Before Width: | Height: | Size: 215 B After Width: | Height: | Size: 215 B |
Before Width: | Height: | Size: 293 B After Width: | Height: | Size: 293 B |
Before Width: | Height: | Size: 210 B After Width: | Height: | Size: 210 B |
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@ -13,10 +13,11 @@ Game.prototype.loadAssets = _ => {
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},
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turrets: {
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'01': {
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small: 'img/turrets/01/normal.png'
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'0': 'img/turrets/01/0.png'
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},
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'02': {
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small: 'img/turrets/02/normal.png'
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'0': 'img/turrets/02/0.png',
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'1': 'img/turrets/02/1.png'
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}
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},
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projectiles: {
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@ -13,12 +13,12 @@ GUI.prototype.Weapons = class {
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this.element.innerHTML = '';
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ship.fixtures.forEach((fixture, i) => {
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if (!fixture.type) return;
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if (!fixture.fixture) return;
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let div = document.createElement('div');
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div.classList.add('weapon');
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if (ship.activeFixture == i)
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div.classList.add('active');
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let img = `url(/img/turrets/${fixture.type}/normal.png)`;
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let img = `url(/img/turrets/${fixture.fixture}/normal.png)`;
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div.style.backgroundImage = img;
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this.element.appendChild(div);
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});
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@ -17,7 +17,6 @@ class Net {
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});
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this.socket.on('update', data => {
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window.q = data;
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game.world.update(data);
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});
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@ -15,7 +15,7 @@ class Player {
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let packet = {};
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packet.thrust = ['w', 'a', 'd', 's'].map(k => +input.keys.held[k] || 0);
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packet.fire = [1, 3].map(k => +input.mouse.pressed[k] || 0);
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packet.fire = [1, 1, 3].map(k => +input.mouse.pressed[k] || 0);
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packet.aim = [
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+input.mouse.wx.toFixed(2),
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+input.mouse.wy.toFixed(2)
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@ -9,18 +9,15 @@ class BodyRenderer {
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let pos = body.pos;
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let x = pos.x * SCALE;
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let y = pos.y * SCALE;
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let vx = -game.world.center.x;
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let vy = -game.world.center.y;
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let pallet = this.pallet;
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let context = pallet.context;
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pallet.view(vx, vy, false, 0);
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pallet.view(x, y, false, pos.r);
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for (let f of body.fixtures) {
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if (!f.fixture || !f.hidden) continue;
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let img = game.assets.images.turrets[f.fixture].small;
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let img = game.assets.images.turrets[f.fixture][f.state];
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this.pallet.image(img, f.x - 32, f.y - 32, f.angle);
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}
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@ -36,12 +33,11 @@ class BodyRenderer {
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for (let f of body.fixtures) {
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if (!f.fixture || f.hidden) continue;
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let img = game.assets.images.turrets[f.fixture].small;
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let img = game.assets.images.turrets[f.fixture][f.state];
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this.pallet.image(img, f.x - 32, f.y - 32, f.angle);
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}
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pallet.restore();
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pallet.restore();
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}
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21
public/static/js/wingbase/render/discharge.js
Normal file
21
public/static/js/wingbase/render/discharge.js
Normal file
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@ -0,0 +1,21 @@
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class DischargeRenderer {
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constructor(renderer) {
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this.pallet = renderer.pallet;
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this.canvas = this.pallet.canvas;
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this.context = this.pallet.context;
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}
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render(discharge) {
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let x = discharge.x * SCALE;
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let y = discharge.y * SCALE;
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let pallet = this.pallet;
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let context = this.context;
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pallet.view(x, y, false, discharge.r);
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pallet.square('#f00', 0, 0, 2);
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pallet.restore();
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}
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}
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@ -16,6 +16,7 @@ class Renderer {
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window.addEventListener('resize', _ => pallet.fillScreen(1000, 600));
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this.bodyRenderer = new BodyRenderer(this);
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this.dischargeRenderer = new DischargeRenderer(this);
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}
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render(state) {
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@ -53,10 +54,20 @@ class Renderer {
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this.renderGrid();
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let vx = -game.world.center.x;
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let vy = -game.world.center.y;
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this.pallet.view(vx, vy, false, 0);
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for (var id in game.world.bodies) {
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this.bodyRenderer.render(game.world.bodies[id]);
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}
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for (var id in game.world.discharges) {
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this.dischargeRenderer.render(game.world.discharges[id]);
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}
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this.pallet.restore();
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this.effects.forEach(effect => {
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effect.render();
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});
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@ -76,8 +87,10 @@ class Renderer {
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let cw = this.canvas.width;
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let ch = this.canvas.height;
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var gridx = cx % 50;
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var gridy = cy % 50;
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let gridx = cx % 50;
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let gridy = cy % 50;
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let lastBlue = false;
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this.pallet.opacity(0.05);
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for (var x = gridx - cw / 2 - 50; x < cw + 50; x += 50) {
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for (var y = gridy - ch / 2 - 50; y < ch + 50; y += 50) {
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@ -85,10 +98,18 @@ class Renderer {
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var wy = ((-cy + y) / SCALE) | 0;
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var b = game.world.bounds;
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if (wx > b.right || wx < b.left || wy > b.bottom || wy < b.top) {
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this.pallet.opacity(0.2);
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if (!lastBlue) {
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this.pallet.opacity(0.2);
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lastBlue = true;
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}
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this.pallet.outline('#8af', x, y, 51, 51, 1);
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this.pallet.opacity(0.05);
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} else this.pallet.outline('#fff', x, y, 51, 51, 1);
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} else {
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if (lastBlue) {
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this.pallet.opacity(0.05);
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lastBlue = false;
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}
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this.pallet.outline('#fff', x, y, 51, 51, 1);
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}
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}
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}
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this.pallet.opacity(1);
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@ -9,6 +9,11 @@ class Body {
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this.id = data.id
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this.frame = data.frame;
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this.fixtures = data.fixtures;
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this.fixtures = this.fixtures.map(f => {
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f.x *= 32;
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f.y *= 32;
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return f;
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});
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this.b2body = false;
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this.updated = 0;
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this.bodyClass = data.class;
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@ -49,7 +54,7 @@ class Body {
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this.fixtures.forEach(fixture => {
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let obj = {};
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this.interface.fixtures.order.forEach(v => obj[v] = data.shift());
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fixture.angle = obj.angle;
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fixture.state = obj.state;
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});
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51
public/static/js/wingbase/world/discharge.js
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51
public/static/js/wingbase/world/discharge.js
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@ -0,0 +1,51 @@
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//@10
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class Discharge {
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constructor(data) {
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this.interface = {
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order: ['x', 'y'],
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size: 2
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};
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this.xvel = data.xvel;
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this.yvel = data.yvel;
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this.r = data.r;
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this.id = data.id;
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this.updated = 0;
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this.update(data.delta.slice(1));
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}
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getPos() {
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return this.pos;
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}
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applyForce(x, y) {
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var b = this.b2body;
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b.ApplyForce(new b2Vec2(x, y), b.GetWorldCenter());
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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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update(data) {
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let values = {};
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console.log(data);
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this.interface.order.forEach(v => values[v] = data.shift());
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this.x = values.x;
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this.y = values.y;
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this.updated = 10;
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}
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tick() {
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this.x += this.xvel;
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this.y += this.yvel;
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}
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get pos() {
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return {
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x: this.x,
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y: this.y
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};
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}
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}
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@ -3,6 +3,7 @@ const SCALE = 32;
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class World {
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constructor() {
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this.bodies = {};
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this.discharges = {};
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this.playerShip = false;
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this.physics = new Physics();
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}
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add(data) {
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if(data.form != 'body') console.log(data);
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if (data.form == 'body') {
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this.addBody(data);
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} else if (data.form == 'discharge') {
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this.addDischarge(data);
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}
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};
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addBody(data) {
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var body;
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if (data.type == 'asteroid') body = new Asteroid(data);
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if (data.type == 'ship') body = new Ship(data);
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this.bodies[body.id] = body;
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this.physics.createBody(body);
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};
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}
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addDischarge(data) {
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var discharge;
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discharge = new Discharge(data);
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this.discharges[discharge.id] = discharge;
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}
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remove(id) {
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this.physics.removeBody(this.bodies[id]);
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delete this.bodies[id];
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delete this.discharges[id];
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};
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clear() {
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@ -43,13 +60,14 @@ class World {
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while (i < data.length) {
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let id = data[i++];
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let body = this.bodies[id];
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let discharge = this.discharges[id];
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if (!body) {
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game.net.send('requestBodyData', id);
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return;
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if (body) {
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body.update(data.slice(i, i + body.interface.size));
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} else if (discharge) {
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discharge.update(data.slice(i, i + 2));
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}
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body.update(data.slice(i, i + body.interface.size));
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i += body.interface.size;
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}
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};
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for (var i in this.bodies) {
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this.bodies[i].tick();
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}
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for (var i in this.discharges) {
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this.discharges[i].tick();
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}
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};
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get center() {
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