add lasers
This commit is contained in:
parent
cf4e8024af
commit
f87aa1446d
31 changed files with 298 additions and 125 deletions
0
TODO
Normal file
0
TODO
Normal file
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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},
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turrets: {
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turrets: {
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'01': {
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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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},
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'02': {
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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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},
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},
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projectiles: {
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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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this.element.innerHTML = '';
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ship.fixtures.forEach((fixture, i) => {
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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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let div = document.createElement('div');
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div.classList.add('weapon');
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div.classList.add('weapon');
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if (ship.activeFixture == i)
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if (ship.activeFixture == i)
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div.classList.add('active');
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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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div.style.backgroundImage = img;
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this.element.appendChild(div);
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this.element.appendChild(div);
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});
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});
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@ -17,7 +17,6 @@ class Net {
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});
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});
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this.socket.on('update', data => {
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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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game.world.update(data);
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});
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});
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@ -15,7 +15,7 @@ class Player {
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let packet = {};
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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.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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packet.aim = [
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+input.mouse.wx.toFixed(2),
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+input.mouse.wx.toFixed(2),
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+input.mouse.wy.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 pos = body.pos;
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let x = pos.x * SCALE;
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let x = pos.x * SCALE;
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let y = pos.y * 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 pallet = this.pallet;
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let context = pallet.context;
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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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pallet.view(x, y, false, pos.r);
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for (let f of body.fixtures) {
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for (let f of body.fixtures) {
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if (!f.fixture || !f.hidden) continue;
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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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this.pallet.image(img, f.x - 32, f.y - 32, f.angle);
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}
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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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for (let f of body.fixtures) {
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if (!f.fixture || f.hidden) continue;
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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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this.pallet.image(img, f.x - 32, f.y - 32, f.angle);
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}
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}
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pallet.restore();
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pallet.restore();
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pallet.restore();
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}
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}
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21
public/static/js/wingbase/render/discharge.js
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21
public/static/js/wingbase/render/discharge.js
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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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window.addEventListener('resize', _ => pallet.fillScreen(1000, 600));
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this.bodyRenderer = new BodyRenderer(this);
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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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}
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render(state) {
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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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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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for (var id in game.world.bodies) {
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this.bodyRenderer.render(game.world.bodies[id]);
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this.bodyRenderer.render(game.world.bodies[id]);
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}
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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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this.effects.forEach(effect => {
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effect.render();
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effect.render();
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});
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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 cw = this.canvas.width;
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let ch = this.canvas.height;
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let ch = this.canvas.height;
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var gridx = cx % 50;
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let gridx = cx % 50;
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var gridy = cy % 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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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 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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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 wy = ((-cy + y) / SCALE) | 0;
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var b = game.world.bounds;
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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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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.outline('#8af', x, y, 51, 51, 1);
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this.pallet.opacity(0.05);
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} else {
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} else this.pallet.outline('#fff', x, y, 51, 51, 1);
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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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}
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}
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this.pallet.opacity(1);
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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.id = data.id
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this.frame = data.frame;
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this.frame = data.frame;
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this.fixtures = data.fixtures;
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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.b2body = false;
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this.updated = 0;
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this.updated = 0;
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this.bodyClass = data.class;
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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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this.fixtures.forEach(fixture => {
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let obj = {};
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let obj = {};
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this.interface.fixtures.order.forEach(v => obj[v] = data.shift());
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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.angle = obj.angle;
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fixture.state = obj.state;
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fixture.state = obj.state;
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});
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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
Normal file
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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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class World {
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constructor() {
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constructor() {
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this.bodies = {};
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this.bodies = {};
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this.discharges = {};
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this.playerShip = false;
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this.playerShip = false;
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this.physics = new Physics();
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this.physics = new Physics();
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@ -15,6 +16,15 @@ class World {
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}
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}
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add(data) {
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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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var body;
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if (data.type == 'asteroid') body = new Asteroid(data);
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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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if (data.type == 'ship') body = new Ship(data);
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@ -24,11 +34,18 @@ class World {
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this.bodies[body.id] = body;
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this.bodies[body.id] = body;
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this.physics.createBody(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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remove(id) {
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this.physics.removeBody(this.bodies[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.bodies[id];
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delete this.discharges[id];
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};
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};
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clear() {
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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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while (i < data.length) {
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let id = data[i++];
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let id = data[i++];
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let body = this.bodies[id];
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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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if (body) {
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game.net.send('requestBodyData', id);
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body.update(data.slice(i, i + body.interface.size));
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return;
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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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}
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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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i += body.interface.size;
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}
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}
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};
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};
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@ -66,6 +84,10 @@ class World {
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for (var i in this.bodies) {
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for (var i in this.bodies) {
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this.bodies[i].tick();
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this.bodies[i].tick();
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}
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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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};
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get center() {
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get center() {
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@ -121,6 +121,7 @@ class Body {
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packFull() {
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packFull() {
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let packet = {
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let packet = {
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form: 'body',
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type: this.type,
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type: this.type,
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class: this.class,
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class: this.class,
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id: this.id,
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id: this.id,
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@ -140,6 +141,10 @@ class Body {
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return {};
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return {};
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}
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}
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getWorldPos(pos) {
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return this.b2body.GetWorldPoint(new b2Vec2(pos.x, pos.y), {});
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}
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get awake() {
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get awake() {
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if (this.b2body.IsAwake()) {
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if (this.b2body.IsAwake()) {
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this.sleepTime = 0;
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this.sleepTime = 0;
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@ -58,26 +58,12 @@ class Ship extends Body {
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this.thrust.right = packet.thrust[2];
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this.thrust.right = packet.thrust[2];
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packet.fire.forEach((m, i) => m ? this.mounts[i].fire(m) : 0);
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packet.fire.forEach((m, i) => m ? this.mounts[i].fire(m) : 0);
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if (packet.fire[0] && this.grapple) {
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this.grapple.release();
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|
||||||
} else if (packet.fire[0] && !this.grapple) {
|
|
||||||
if (this.grapple) {
|
|
||||||
this.grapple.retract();
|
|
||||||
} else {
|
|
||||||
this.launchGrapple(this.aim.x, this.aim.y);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
launchMissile() {
|
launchMissile() {
|
||||||
this.world.spawner.spawnMissile(this);
|
this.world.spawner.spawnMissile(this);
|
||||||
}
|
}
|
||||||
|
|
||||||
launchGrapple(x, y) {
|
|
||||||
this.grapple = this.world.spawner.spawnGrapple(this, x, y);
|
|
||||||
}
|
|
||||||
|
|
||||||
tickType() {
|
tickType() {
|
||||||
if (this.thrust.forward) {
|
if (this.thrust.forward) {
|
||||||
let power = this.power.forward;
|
let power = this.power.forward;
|
||||||
|
|
|
@ -1,7 +1,7 @@
|
||||||
'use strict';
|
'use strict';
|
||||||
|
|
||||||
const Fixture = require('./fixture.js');
|
const Fixture = require('./fixture.js');
|
||||||
const Laser = require('./shot/laser.js');
|
const Laser = require('./discharge/laser.js');
|
||||||
|
|
||||||
class Blaster extends Fixture {
|
class Blaster extends Fixture {
|
||||||
constructor(mount, data) {
|
constructor(mount, data) {
|
||||||
|
@ -9,10 +9,7 @@ class Blaster extends Fixture {
|
||||||
}
|
}
|
||||||
|
|
||||||
fire() {
|
fire() {
|
||||||
let data = {
|
this.body.world.spawner.spawnLaser(this);
|
||||||
speed: 1
|
|
||||||
|
|
||||||
};
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
11
server/game/room/world/body/turret/discharge/beam.js
Normal file
11
server/game/room/world/body/turret/discharge/beam.js
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
'use strict';
|
||||||
|
|
||||||
|
const Discharge = require('./discharge.js');
|
||||||
|
|
||||||
|
class Beam extends Discharge {
|
||||||
|
constructor() {
|
||||||
|
super();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = Beam;
|
11
server/game/room/world/body/turret/discharge/bullet.js
Normal file
11
server/game/room/world/body/turret/discharge/bullet.js
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
'use strict';
|
||||||
|
|
||||||
|
const Discharge = require('./discharge.js');
|
||||||
|
|
||||||
|
class Bullet extends Discharge {
|
||||||
|
constructor() {
|
||||||
|
super();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = Bullet;
|
49
server/game/room/world/body/turret/discharge/discharge.js
Normal file
49
server/game/room/world/body/turret/discharge/discharge.js
Normal file
|
@ -0,0 +1,49 @@
|
||||||
|
'use strict';
|
||||||
|
|
||||||
|
class Discharge {
|
||||||
|
constructor(fixture, data) {
|
||||||
|
this.x = data.x;
|
||||||
|
this.y = data.y;
|
||||||
|
this.xvel = data.xvel;
|
||||||
|
this.yvel = data.yvel;
|
||||||
|
this.r = data.r;
|
||||||
|
|
||||||
|
this.lifetime = data.lifetime || 100;
|
||||||
|
this.fixture = fixture;
|
||||||
|
|
||||||
|
// Might just make it this.world later if it turns out I need it more.
|
||||||
|
this.id = this.fixture.body.world.room.generateId();
|
||||||
|
}
|
||||||
|
|
||||||
|
destroy() {
|
||||||
|
this.fixture.body.world.removeDischarge(this);
|
||||||
|
}
|
||||||
|
|
||||||
|
packDelta() {
|
||||||
|
// TODO: Implement some sort of delta interface for discharges that is
|
||||||
|
// derived from the fixture so it's efficient.
|
||||||
|
return [this.id, this.x, this.y];
|
||||||
|
}
|
||||||
|
|
||||||
|
packFull() {
|
||||||
|
// TODO: Create creation interface using fixture then send this as
|
||||||
|
// an array.
|
||||||
|
return {
|
||||||
|
form: 'discharge',
|
||||||
|
id: this.id,
|
||||||
|
x: this.x,
|
||||||
|
y: this.y,
|
||||||
|
r: this.r,
|
||||||
|
xvel: this.xvel,
|
||||||
|
yvel: this.yvel,
|
||||||
|
delta: this.packDelta()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
tick() {
|
||||||
|
if (this.lifetime-- <= 0)
|
||||||
|
this.destroy();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = Discharge;
|
11
server/game/room/world/body/turret/discharge/laser.js
Normal file
11
server/game/room/world/body/turret/discharge/laser.js
Normal file
|
@ -0,0 +1,11 @@
|
||||||
|
'use strict';
|
||||||
|
|
||||||
|
const Discharge = require('./discharge.js');
|
||||||
|
|
||||||
|
class Laser extends Discharge {
|
||||||
|
constructor(fixture, data) {
|
||||||
|
super(fixture, data);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
module.exports = Laser;
|
|
@ -11,6 +11,7 @@ class Fixture {
|
||||||
this._angle = mount.traversal ? mount.traversal.cw : 0;
|
this._angle = mount.traversal ? mount.traversal.cw : 0;
|
||||||
|
|
||||||
this.mount = mount;
|
this.mount = mount;
|
||||||
|
this.body = this.mount.body;
|
||||||
}
|
}
|
||||||
|
|
||||||
destruct() {
|
destruct() {
|
||||||
|
|
|
@ -5,10 +5,20 @@ const Fixture = require('./fixture.js');
|
||||||
class Grapple extends Fixture {
|
class Grapple extends Fixture {
|
||||||
constructor(mount, data) {
|
constructor(mount, data) {
|
||||||
super(mount, data);
|
super(mount, data);
|
||||||
|
|
||||||
|
this.grapple = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
fire() {
|
fire(value) {
|
||||||
|
if (this.state == 1) {
|
||||||
|
this.grapple.release();
|
||||||
|
this.state = 0;
|
||||||
|
} else {
|
||||||
|
let x = this.body.aim.x;
|
||||||
|
let y = this.body.aim.y;
|
||||||
|
this.state = 1;
|
||||||
|
this.grapple = this.body.world.spawner.spawnGrapple(this, x, y);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -6,13 +6,13 @@ const Grapple = require('./grapple.js');
|
||||||
const traits = require('../../traits/fixtures.json');
|
const traits = require('../../traits/fixtures.json');
|
||||||
|
|
||||||
class Mount {
|
class Mount {
|
||||||
constructor(ship, data, fixture) {
|
constructor(body, data, fixture) {
|
||||||
//this.ship = ship;
|
this.body = body;
|
||||||
|
|
||||||
this.type = data.type || 'turret';
|
this.type = data.type || 'turret';
|
||||||
this.size = data.size || 0;
|
this.size = data.size || 0;
|
||||||
this.hidden = data.hidden || 'false';
|
this.hidden = data.hidden || 'false';
|
||||||
this.position = {
|
this.pos = {
|
||||||
x: data.pos[0],
|
x: data.pos[0],
|
||||||
y: data.pos[1]
|
y: data.pos[1]
|
||||||
}
|
}
|
||||||
|
@ -63,8 +63,8 @@ class Mount {
|
||||||
|
|
||||||
packFull() {
|
packFull() {
|
||||||
return {
|
return {
|
||||||
x: this.position.x,
|
x: this.pos.x,
|
||||||
y: this.position.y,
|
y: this.pos.y,
|
||||||
hidden: this.hidden,
|
hidden: this.hidden,
|
||||||
fixture: this.fixture ? this.fixture.id : 0
|
fixture: this.fixture ? this.fixture.id : 0
|
||||||
};
|
};
|
||||||
|
|
|
@ -1,11 +0,0 @@
|
||||||
'use strict';
|
|
||||||
|
|
||||||
const Shot = require('./shot.js');
|
|
||||||
|
|
||||||
class Beam extends Shot {
|
|
||||||
constructor() {
|
|
||||||
super();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
module.exports = Beam;
|
|
|
@ -1,11 +0,0 @@
|
||||||
'use strict';
|
|
||||||
|
|
||||||
const Shot = require('./shot.js');
|
|
||||||
|
|
||||||
class Bullet extends Shot {
|
|
||||||
constructor() {
|
|
||||||
super();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
module.exports = Bullet;
|
|
|
@ -1,11 +0,0 @@
|
||||||
'use strict';
|
|
||||||
|
|
||||||
const Shot = require('./shot.js');
|
|
||||||
|
|
||||||
class Laser extends Shot {
|
|
||||||
constructor() {
|
|
||||||
super();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
module.exports = Laser;
|
|
|
@ -1,13 +0,0 @@
|
||||||
'use strict';
|
|
||||||
|
|
||||||
class Shot {
|
|
||||||
constructor(pos) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
tick() {
|
|
||||||
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
module.exports = Shot;
|
|
|
@ -11,6 +11,7 @@ class World {
|
||||||
this.physics = new Physics();
|
this.physics = new Physics();
|
||||||
this.spawner = new Spawner(this);
|
this.spawner = new Spawner(this);
|
||||||
this.bodies = new Set();
|
this.bodies = new Set();
|
||||||
|
this.discharges = new Set();
|
||||||
this.asteroids = new Set();
|
this.asteroids = new Set();
|
||||||
this.copulae = new Set();
|
this.copulae = new Set();
|
||||||
this.players = new Set();
|
this.players = new Set();
|
||||||
|
@ -73,6 +74,11 @@ class World {
|
||||||
projectile.connect();
|
projectile.connect();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
addDischarge(discharge) {
|
||||||
|
this.discharges.add(discharge);
|
||||||
|
this.room.broadcast('create', discharge.packFull());
|
||||||
|
}
|
||||||
|
|
||||||
addBody(body) {
|
addBody(body) {
|
||||||
this.bodies.add(body);
|
this.bodies.add(body);
|
||||||
if (body.type == 'asteroid') this.asteroids.add(body);
|
if (body.type == 'asteroid') this.asteroids.add(body);
|
||||||
|
@ -147,6 +153,11 @@ class World {
|
||||||
this.room.broadcast('destroy', copula.id);
|
this.room.broadcast('destroy', copula.id);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
removeDischarge(discharge) {
|
||||||
|
this.discharges.delete(discharge);
|
||||||
|
this.room.broadcast('destroy', discharge.id);
|
||||||
|
}
|
||||||
|
|
||||||
weld(bodyA, bodyB, point) {
|
weld(bodyA, bodyB, point) {
|
||||||
this.physics.weld(bodyA, bodyB, point);
|
this.physics.weld(bodyA, bodyB, point);
|
||||||
}
|
}
|
||||||
|
@ -162,18 +173,21 @@ class World {
|
||||||
tick() {
|
tick() {
|
||||||
this.physics.step();
|
this.physics.step();
|
||||||
|
|
||||||
let tickBodies = (set, interval, canSleep) => {
|
let tickBodies = (set, interval, forceInterval) => {
|
||||||
set.forEach(body => {
|
set.forEach(body => {
|
||||||
if (this.tickCount % interval == 0 && body.awake)
|
let force = this.tickCount % forceInterval == 0;
|
||||||
|
if ((this.tickCount % interval == 0 && body.awake) || force)
|
||||||
body.applyDelta();
|
body.applyDelta();
|
||||||
body.tick();
|
body.tick();
|
||||||
});
|
});
|
||||||
};
|
};
|
||||||
|
|
||||||
tickBodies(this.ships, 1);
|
tickBodies(this.ships, 1);
|
||||||
tickBodies(this.asteroids, 1);
|
tickBodies(this.asteroids, 1, 100);
|
||||||
tickBodies(this.projectiles, 1);
|
tickBodies(this.projectiles, 1);
|
||||||
|
|
||||||
|
this.discharges.forEach(d => d.tick());
|
||||||
|
|
||||||
if (Date.now() - this.tpsStart > 5000) {
|
if (Date.now() - this.tpsStart > 5000) {
|
||||||
this.tps = this.tpsCount / 5 | 0;
|
this.tps = this.tpsCount / 5 | 0;
|
||||||
this.tpsCount = 0;
|
this.tpsCount = 0;
|
||||||
|
|
|
@ -3,7 +3,7 @@
|
||||||
const Asteroid = require('./body/asteroid.js');
|
const Asteroid = require('./body/asteroid.js');
|
||||||
const Grapple = require('./body/projectile/grapple.js');
|
const Grapple = require('./body/projectile/grapple.js');
|
||||||
const Missile = require('./body/projectile/missile.js');
|
const Missile = require('./body/projectile/missile.js');
|
||||||
const Laser = require('./body/turret/shot/laser.js');
|
const Laser = require('./body/turret/discharge/laser.js');
|
||||||
|
|
||||||
class Spawner {
|
class Spawner {
|
||||||
constructor(world) {
|
constructor(world) {
|
||||||
|
@ -35,38 +35,46 @@ class Spawner {
|
||||||
return missile;
|
return missile;
|
||||||
}
|
}
|
||||||
|
|
||||||
spawnGrapple(ship, x, y) {
|
spawnGrapple(fixture, x, y) {
|
||||||
let sx = ship.center.x;
|
let fixturePos = fixture.body.getWorldPos(fixture.mount.pos);
|
||||||
let sy = ship.center.y;
|
let fx = fixturePos.x;
|
||||||
let dx = x - sx;
|
let fy = fixturePos.y;
|
||||||
let dy = y - sy;
|
let dx = x - fx;
|
||||||
|
let dy = y - fy;
|
||||||
let a = Math.atan2(dy, dx);
|
let a = Math.atan2(dy, dx);
|
||||||
let pos = {
|
let pos = {
|
||||||
x: sx + Math.cos(a) * 1,
|
x: fx + Math.cos(a) * 1,
|
||||||
y: sy + Math.sin(a) * 1,
|
y: fy + Math.sin(a) * 1,
|
||||||
r: a,
|
r: a,
|
||||||
xvel: ship.vel.x,
|
xvel: fixture.body.vel.x,
|
||||||
yvel: ship.vel.y
|
yvel: fixture.body.vel.y
|
||||||
};
|
};
|
||||||
let grapple = new Grapple(this.world, pos, ship);
|
let grapple = new Grapple(this.world, pos, fixture.body);
|
||||||
this.world.addProjectile(grapple);
|
this.world.addProjectile(grapple);
|
||||||
return grapple;
|
return grapple;
|
||||||
}
|
}
|
||||||
|
|
||||||
spawnLaser(ship) {
|
spawnLaser(fixture) {
|
||||||
let r = ship.pos.r;
|
let r = fixture.angle;
|
||||||
let ox = Math.cos(r) * 0.7;
|
let a = fixture.body.pos.r + fixture.angle;
|
||||||
let oy = Math.sin(r) * 0.7;
|
let fixturePos = fixture.mount.pos;
|
||||||
let pos = {
|
let f = {
|
||||||
x: ship.center.x + ox,
|
x: fixturePos.x + Math.cos(r) * 0.3,
|
||||||
y: ship.center.y + oy,
|
y: fixturePos.y + Math.sin(r) * 0.3
|
||||||
r: r,
|
|
||||||
xvel: ship.vel.x,
|
|
||||||
yvel: ship.vel.y
|
|
||||||
};
|
};
|
||||||
let missile = new Missile(this.world, pos, ship);
|
let vx = Math.cos(a) * 0.5;
|
||||||
this.world.addProjectile(missile);
|
let vy = Math.sin(a) * 0.5;
|
||||||
return missile;
|
let spawnPos = fixture.body.getWorldPos(f);
|
||||||
|
let pos = {
|
||||||
|
x: spawnPos.x,
|
||||||
|
y: spawnPos.y,
|
||||||
|
r: r,
|
||||||
|
xvel: fixture.body.vel.x + vx,
|
||||||
|
yvel: fixture.body.vel.y + vy
|
||||||
|
};
|
||||||
|
let laser = new Laser(fixture, pos);
|
||||||
|
this.world.addDischarge(laser);
|
||||||
|
return laser;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -19,21 +19,21 @@
|
||||||
],
|
],
|
||||||
"mounts": [
|
"mounts": [
|
||||||
{
|
{
|
||||||
"pos": [18, 4],
|
"pos": [0.5625, 0.125],
|
||||||
"type": "fixed",
|
"type": "fixed",
|
||||||
"size": 0,
|
"size": 0,
|
||||||
"traversal": [0, 0],
|
"traversal": [0, 0],
|
||||||
"hidden": true
|
"hidden": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"pos": [18, 28],
|
"pos": [0.5625, 0.875],
|
||||||
"type": "fixed",
|
"type": "fixed",
|
||||||
"size": 0,
|
"size": 0,
|
||||||
"traversal": [0, 0],
|
"traversal": [0, 0],
|
||||||
"hidden": true
|
"hidden": true
|
||||||
},
|
},
|
||||||
{
|
{
|
||||||
"pos": [6, 16],
|
"pos": [0.1875, 0.5],
|
||||||
"type": "fixed",
|
"type": "fixed",
|
||||||
"size": 1,
|
"size": 1,
|
||||||
"traversal": [3.14, 0],
|
"traversal": [3.14, 0],
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue