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-rw-r--r--test-client/main.ts47
1 files changed, 3 insertions, 44 deletions
diff --git a/test-client/main.ts b/test-client/main.ts
index 84dfd555..1e6168ed 100644
--- a/test-client/main.ts
+++ b/test-client/main.ts
@@ -1,11 +1,10 @@
/// <reference lib="dom" />
+import { player_movement_update } from "./movement.ts";
import { Gamedata, ItemIndex, Message, PacketC, PacketS, PlayerID, TileIndex } from "./protocol.ts";
-import { V2, add_v2, length, lerp_exp_v2_mut, normalize, aabb_circle_distance, sub_v2, lerp_exp } from "./util.ts";
+import { V2, add_v2, lerp_exp_v2_mut, normalize, lerp_exp } from "./util.ts";
import { draw_ingame, draw_wait } from "./visual.ts";
-export const PLAYER_SIZE = 0.4;
-
export let ctx: CanvasRenderingContext2D;
export let canvas: HTMLCanvasElement;
let ws: WebSocket;
@@ -205,14 +204,7 @@ function frame_update(dt: number) {
y: (+keys_down.has("KeyS") - +keys_down.has("KeyW"))
})
- 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 * 0.5
- p.vel.y += input.y * dt * 0.5
- p.x += p.vel.x
- p.y += p.vel.y
- collide_player(p, dt)
- lerp_exp_v2_mut(p.vel, { x: 0, y: 0 }, dt * 5.)
+ player_movement_update(p, dt, input)
const update_item = (item: ItemData) => {
if (item.tracking) lerp_exp_v2_mut(item, item.tracking, dt * 10.)
@@ -260,36 +252,3 @@ function draw() {
else throw new Error(`ws state invalid`);
requestAnimationFrame(draw)
}
-
-function collide_player(p: PlayerData, dt: number) {
- const tiles_ignored = ["floor", "door", "chair"].map(t => data.tile_names.indexOf(t))
- for (const [_, tile] of tiles) {
- if (tiles_ignored.includes(tile.kind)) continue
- const d = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x, p.y)
- if (d > PLAYER_SIZE) continue
-
- const h = 0.01
- const d_sample_x = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x + h, p.y)
- const d_sample_y = aabb_circle_distance(tile.x, tile.y, tile.x + 1, tile.y + 1, p.x, p.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
-
- const vdotn = (grad_x * p.vel.x) + (grad_y * p.vel.y)
- p.vel.x -= grad_x * vdotn
- p.vel.y -= grad_y * vdotn
- }
-
- for (const [_, player] of players) {
- const diff = sub_v2(p, player)
- const d = length(diff)
- if (d < 0.01) continue
- if (d >= PLAYER_SIZE * 2) continue
- const norm = normalize(diff);
- const f = 1 / (1 + d)
- p.vel.x += norm.x * f * dt
- p.vel.y += norm.y * f * dt
- }
-}