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authormetamuffin <metamuffin@disroot.org>2024-06-26 16:53:07 +0200
committermetamuffin <metamuffin@disroot.org>2024-06-26 16:53:07 +0200
commit2ca6ac7ab329036d0155de2de4b0a11f3a785414 (patch)
tree7472368efb282a4380b45931f3462e9930f48a36 /test-client/movement.ts
parentc4b0f8d698b574c711b1e205371adfd3e3339487 (diff)
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boosting
Diffstat (limited to 'test-client/movement.ts')
-rw-r--r--test-client/movement.ts55
1 files changed, 37 insertions, 18 deletions
diff --git a/test-client/movement.ts b/test-client/movement.ts
index 38f4b47b..933b6af5 100644
--- a/test-client/movement.ts
+++ b/test-client/movement.ts
@@ -16,43 +16,62 @@
*/
import { data } from "./main.ts";
-import { tiles, players, PlayerData } from "./main.ts";
+import { tiles, players } from "./main.ts";
import { V2, normalize, length, sub_v2, lerp_exp_v2_mut } from "./util.ts";
-export const PLAYER_SIZE = 0.4;
-export const PLAYER_SPEED = 65;
+export const PLAYER_SIZE = 0.4
+export const PLAYER_FRICTION = 10
+export const PLAYER_SPEED = 40
+export const BOOST_FACTOR = 3
+export const BOOST_DURATION = 0.3
+export const BOOST_RESTORE = 0.5
-export function player_movement_update(p: PlayerData, dt: number, input: V2) {
+export interface MovementBase {
+ position: V2,
+ vel: V2,
+ facing: V2,
+ rot: number,
+ boosting: boolean,
+ stamina: number
+}
+
+export function update_movement(p: MovementBase, dt: number, input: V2, boost: boolean) {
if (length(input) > 0.1) lerp_exp_v2_mut(p.facing, input, dt * 10.)
p.rot = Math.atan2(p.facing.x, p.facing.y)
- p.vel.x += input.x * dt * PLAYER_SPEED
- p.vel.y += input.y * dt * PLAYER_SPEED
- p.x += p.vel.x * dt
- p.y += p.vel.y * dt
+ boost &&= length(input) > 0.1
+ p.boosting = boost && (p.boosting || p.stamina >= 1) && p.stamina > 0
+ if (p.boosting) p.stamina -= dt / BOOST_DURATION
+ else p.stamina += dt / BOOST_RESTORE
+ p.stamina = Math.max(Math.min(p.stamina, 1), 0)
+ const speed = PLAYER_SPEED * (p.boosting ? BOOST_FACTOR : 1)
+ p.vel.x += input.x * dt * speed
+ p.vel.y += input.y * dt * speed
+ p.position.x += p.vel.x * dt
+ p.position.y += p.vel.y * dt
collide_player(p, dt)
- lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 15.)
+ lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * PLAYER_FRICTION)
}
-function collide_player(p: PlayerData, dt: number) {
+function collide_player(p: MovementBase, dt: number) {
for (let xo = -1; xo <= 1; xo++) {
for (let yo = -1; yo <= 1; yo++) {
- const x = Math.floor(p.x) + xo
- const y = Math.floor(p.y) + yo
+ const x = Math.floor(p.position.x) + xo
+ const y = Math.floor(p.position.y) + yo
const tile = tiles.get([x, y].toString())
if (tile && !data.tile_collide[tile.kind]) continue
- const d = aabb_point_distance(x, y, x + 1, y + 1, p.x, p.y)
+ const d = aabb_point_distance(x, y, x + 1, y + 1, p.position.x, p.position.y)
if (d > PLAYER_SIZE) continue
const h = 0.01
- const d_sample_x = aabb_point_distance(x, y, x + 1, y + 1, p.x + h, p.y)
- const d_sample_y = aabb_point_distance(x, y, x + 1, y + 1, p.x, p.y + h)
+ const d_sample_x = aabb_point_distance(x, y, x + 1, y + 1, p.position.x + h, p.position.y)
+ const d_sample_y = aabb_point_distance(x, y, x + 1, y + 1, p.position.x, p.position.y + h)
const grad_x = (d_sample_x - d) / h
const grad_y = (d_sample_y - d) / h
- p.x += (PLAYER_SIZE - d) * grad_x
- p.y += (PLAYER_SIZE - d) * grad_y
+ p.position.x += (PLAYER_SIZE - d) * grad_x
+ p.position.y += (PLAYER_SIZE - d) * grad_y
const vdotn = (grad_x * p.vel.x) + (grad_y * p.vel.y)
p.vel.x -= grad_x * vdotn
@@ -61,7 +80,7 @@ function collide_player(p: PlayerData, dt: number) {
}
for (const [_, player] of players) {
- const diff = sub_v2(p, player)
+ const diff = sub_v2(p.position, player.position)
const d = length(diff)
if (d < 0.01) continue
if (d >= PLAYER_SIZE * 2) continue