/* Hurry Curry! - a game about cooking Copyright 2024 metamuffin Copyright 2024 tpart This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, version 3 of the License only. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . */ import { data } from "./main.ts"; import { tiles } 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_FRICTION = 15 export const PLAYER_SPEED = 55 export const BOOST_FACTOR = 2.5 export const BOOST_DURATION = 0.3 export const BOOST_RESTORE = 0.5 export interface MovementBase { position: V2, vel: V2, facing: V2, rot: number, boosting: boolean, stamina: number } export function update_movement(p: MovementBase, dt: number, direction: V2, boost: boolean) { if (length(direction) > 0.05) lerp_exp_v2_mut(p.facing, direction, dt * 10.) if (length(direction) < 0.5) direction.x = direction.y = 0 p.rot = Math.atan2(p.facing.x, p.facing.y) boost &&= length(direction) > 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 += direction.x * dt * speed p.vel.y += direction.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 * PLAYER_FRICTION) } 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.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.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.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.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 p.vel.y -= grad_y * vdotn } } } export function collide_player_player(a: MovementBase, b: MovementBase, dt: number) { const diff = sub_v2(a.position, b.position) const d = length(diff) if (d < 0.01) return if (d >= PLAYER_SIZE * 2) return const norm = normalize(diff); const f = 100 / (1 + d) a.vel.x += norm.x * f * dt a.vel.y += norm.y * f * dt } export function aabb_point_distance( min_x: number, min_y: number, max_x: number, max_y: number, px: number, py: number ): number { const dx = px - Math.max(min_x, Math.min(max_x, px)) const dy = py - Math.max(min_y, Math.min(max_y, py)) return Math.sqrt(dx * dx + dy * dy) }