wingbase/server/game/room/world/ship.js
Asraelite bf8226481d add non-functioning explosions
I'm tired and box2d ray casting is stupid so this'll have to do for today
2016-03-25 00:54:15 +00:00

92 lines
1.8 KiB
JavaScript

'use strict';
const defaults = require('./traits/defaults.json');
const shipTraits = require('./traits/ships.json');
const Body = require('./body.js');
class Ship extends Body {
constructor(world, pos, player, build) {
super(world);
this.x = pos.x || 0;
this.y = pos.y || 0;
build = build || {};
this.class = build.ship || defaults.spawnShip.ship;
this.turrets = build.turrets || defaults.spawnShip.turrets;
let traits = shipTraits[this.class];
this.frame = traits.hull;
this.power = traits.power;
this.mounts = traits.mounts;
this.size = traits.size;
this.player = player;
this.type = 'ship';
this.inputs = {};
this.thrust = {
forward: 0,
left: 0,
right: 0
}
}
updateInputs(data) {
this.inputs = {
forward: data[0],
left: data[1],
right: data[2],
missile: data[3]
};
this.thrust.forward = this.inputs.forward;
this.thrust.left = this.inputs.left;
this.thrust.right = this.inputs.right;
if (this.inputs.missile) this.launchMissile();
}
launchMissile() {
this.world.spawner.spawnMissile(this);
}
tickType() {
if (this.thrust.forward) {
let power = this.power.forward;
let x = Math.cos(this.b2body.GetAngleRadians()) * power;
let y = Math.sin(this.b2body.GetAngleRadians()) * power;
this.applyForce(x, y);
}
if (this.thrust.left) {
this.applyTorque(-this.power.rotation);
}
if (this.thrust.right) {
this.applyTorque(this.power.rotation);
}
}
packTypeDelta() {
let t = this.thrust;
return [t.forward, t.left, t.right];
}
packFull() {
return {
type: 'ship',
id: this.id,
team: this.player.team,
name: this.player.name,
frame: this.frame,
power: this.power,
mounts: this.mounts,
turrets: this.turrets,
size: this.size,
delta: this.packDelta()
};
}
}
module.exports = Ship;