survivors: adding collision for faster projectiles to also consider collisions between ticks

differentiating between pistol and homing pistol
using projectile speed for straight projectile
This commit is contained in:
Sheldan
2025-08-22 00:23:22 +02:00
parent 07b64154e1
commit 66ef2eaa31
7 changed files with 114 additions and 26 deletions

View File

@@ -22,8 +22,11 @@ export class Player implements Drawable, Acting, Healthy {
this._weapons.forEach(weapon => weapon.draw(ctx))
}
public static generatePlayer(): Player {
let player = new Player(new Vector(500, 500));
public static generatePlayer(position?: Vector): Player {
if(position === undefined) {
position = new Vector(500, 500)
}
let player = new Player(position);
player._color = 'blue';
player._stats = Stats.defaultPlayerStats();
player._speed = new Vector(0, 0)

View File

@@ -9,6 +9,10 @@ export class Vector {
return new Vector(tip.x - shaft.x, tip.y - shaft.y);
}
static zero() {
return new Vector(0, 0)
}
normalize(): Vector {
let length = this.vecLength();
return new Vector(this.x / length, this.y / length)
@@ -47,7 +51,7 @@ export class Vector {
}
dotProduct(vector: Vector): number {
return this._x * vector._x + this._y * vector._y;
return (this._x * vector._x + this._y * vector._y) / Math.pow(vector.vecLength(), 2);
}
angleTo(vector: Vector): number {

View File

@@ -5,9 +5,9 @@ import {Vector} from "./base.ts";
export abstract class BasicDrop implements Drop {
protected world: World;
protected _position: Vector;
protected _color: string;
protected _size: number;
protected _position: Vector;
protected _color: string;
protected _size: number;
constructor(world: World, position: Vector) {
this.world = world;

View File

@@ -6,7 +6,7 @@ import {Player} from "./Player.ts";
import {Vector} from "./base.ts";
import {BasicEnemy, Enemy, HealthEnemy, ShootingEnemy} from "./Enemies.ts";
import {HUD} from "./ui.ts";
import {Pistol} from "./weapons.ts";
import {HomingPistol, Pistol} from "./weapons.ts";
let hud: HUD;
@@ -118,7 +118,7 @@ docReady(function () {
}, 15_000)
player.addWeapon(Pistol.spawnPistol(world))
player.addWeapon(Pistol.spawnPistol(world))
player.addWeapon(HomingPistol.spawnPistol(world))
hud = new HUD(world);

View File

@@ -2,7 +2,7 @@ import type {Acting, Placeable, Healthy} from "./interfaces.ts";
import type {Vector} from "./base.ts";
import {World} from "./World.ts";
import {Cooldown, Point, Vector} from "./base.ts";
import {drawDot, moveInDirectionOf, straightMove, toRad} from "./utils.ts";
import {circleLineCollision, drawDot, moveInDirectionOf, straightMove, toRad} from "./utils.ts";
import {InstanceOfUtils} from "./instance.ts";
export abstract class Projectile implements Acting, Placeable {
@@ -35,18 +35,21 @@ export abstract class Projectile implements Acting, Placeable {
}
} else if(this.parent === this.world.player) {
let closestTargetTo = this.world.getClosestTargetToButNot(this.position, this.lastColliding);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined && closestTargetTo[1]?.getPosition().distanceTo(this.position) < (this.stats.size + closestTargetTo[1]?.getSize())) {
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let target: Placeable = closestTargetTo[1]!;
if(target !== this.lastColliding) {
if(InstanceOfUtils.instanceOfHealthy(target)) {
let healthy = target as Healthy;
healthy.takeDamage(this.stats.damage)
if(!this.status.hasPiercingLeft()) {
if(target.getPosition().distanceTo(this.position) < (this.stats.size + target.getSize())
|| circleLineCollision(target.getPosition(), target.getSize(), this.position, this.lastPosition)) {
if(target !== this.lastColliding) {
if(InstanceOfUtils.instanceOfHealthy(target)) {
let healthy = target as Healthy;
healthy.takeDamage(this.stats.damage)
if(!this.status.hasPiercingLeft()) {
this.world.removeProjectile(this)
}
this.status.decreasePiercings()
} else {
this.world.removeProjectile(this)
}
this.status.decreasePiercings()
} else {
this.world.removeProjectile(this)
}
}
this.lastColliding = target;
@@ -102,7 +105,7 @@ export class StraightProjectile extends Projectile {
}
static createStraightProjectile(world: World, start: Vector, targetPosition: Vector, parent: any, stats: ProjectileStats, color?: string) {
let dirVector = Vector.createVector(targetPosition, start).normalize().multiply(2);
let dirVector = Vector.createVector(targetPosition, start).normalize().multiply(stats.speed);
let projectile = new StraightProjectile(start, dirVector, stats, world, parent)
projectile.color = color === undefined ? 'red' : color!;
world.addProjectile(projectile)
@@ -127,11 +130,11 @@ export class HomingProjectile extends Projectile {
if(target.dead()) {
let closestTargetTo = this.world.getClosestTargetTo(this.position)
let dir = Vector.createVector(this.target.getPosition(), this.position).normalize()
let dir = Vector.createVector(this.target.getPosition(), this.position)
let oldDir = Vector.createVector(this.position, this.lastPosition).normalize()
if (closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let newTargetPosition = closestTargetTo[1]!.getPosition();
let newDir = Vector.createVector(newTargetPosition, this.position).normalize()
let newDir = Vector.createVector(newTargetPosition, this.position)
let newDirAngle = newDir.angleTo(dir);
if(Math.abs(newDirAngle) >= toRad(150)) {
this.target = closestTargetTo[1]!;

View File

@@ -23,4 +23,37 @@ export function toRad(angle) {
export function toDegrees(angle) {
return angle * 180 / Math.PI
}
export function pointInsideCircle(circleCenter: Vector, radius: number, point: Vector) {
return circleCenter.distanceTo(point) < radius;
}
export function linePointCollision(point: Vector, lineStart: Vector, lineEnd: Vector) {
let lineLength = Vector.createVector(lineEnd, lineStart).vecLength();
let distanceStart = Vector.createVector(lineStart, point).vecLength()
let distanceEnd = Vector.createVector(lineEnd, point).vecLength();
let buffer = 0.001
if((distanceStart + distanceEnd) >= (lineLength - buffer) && (distanceEnd + distanceStart) <= (lineLength + buffer)) {
return true;
}
return false;
}
export function circleLineCollision(circleCenter: Vector, radius: number, lineStart: Vector, lineEnd: Vector) {
if(pointInsideCircle(circleCenter, radius, lineStart) || pointInsideCircle(circleCenter, radius, lineEnd)) {
return true;
}
let lineVector = Vector.createVector(lineEnd, lineStart)
let vectorCenterLine = Vector.createVector(circleCenter, lineStart)
let dot = vectorCenterLine.dotProduct(lineVector)
let closestX = lineStart.x + (dot * (lineVector.x))
let closestY = lineStart.y + (dot * (lineVector.y))
let closestPoint = new Vector(closestX, closestY);
let onSegment = linePointCollision(closestPoint, lineStart, lineEnd)
if(!onSegment) {
return false;
}
return pointInsideCircle(circleCenter, radius, closestPoint);
}

View File

@@ -1,7 +1,7 @@
import type {Weapon} from "./interfaces.ts";
import {drawDot} from "./utils.ts";
import {Player} from "./Player.ts";
import {HomingProjectile, Projectile, ProjectileStats} from "./projectile.ts";
import {HomingProjectile, Projectile, ProjectileStats, StraightProjectile} from "./projectile.ts";
import {World} from "./World.ts";
import {Vector} from "./base.ts";
@@ -43,7 +43,52 @@ export abstract class BasicWeapon implements Weapon {
}
}
export class Pistol extends BasicWeapon{
export class HomingPistol extends BasicWeapon {
private shootInterval: number;
private shootCooldown: number = 0;
private projectiles: [Projectile] = []
draw(ctx: CanvasRenderingContext2D) {
drawDot(this.getPosition(), 1, this.color, ctx)
}
act() {
if(this.shootCooldown <= 0) {
if(this.createProjectile()) {
this.shootCooldown = this.shootInterval;
}
}
this.shootCooldown -= 1;
}
private createProjectile(): boolean {
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(5, 1, 5, 5)
let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow')
this.projectiles.push(projectile)
return true
} else {
return false;
}
}
static spawnPistol(world: World, offset?: Vector) {
if(!offset) {
offset = new Vector(5, 5)
}
let pistol = new HomingPistol(world)
pistol.offset = offset;
pistol.size = 5;
pistol.color = 'yellow';
pistol.shootInterval = 50;
return pistol;
}
}
export class Pistol extends BasicWeapon {
private shootInterval: number;
private shootCooldown: number = 0;
@@ -67,7 +112,7 @@ export class Pistol extends BasicWeapon{
let closestTargetTo = this.world.getClosestTargetTo(this.world.player.position);
if(closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
let stats = new ProjectileStats(2, 1, 5, 5)
let projectile = HomingProjectile.createHomingProjectile(this.world, this.getPosition(), this.player, closestTargetTo[1]!, stats, 'yellow')
let projectile = StraightProjectile.createStraightProjectile(this.world, this.getPosition(), closestTargetTo[1]!.getPosition(), this.player, stats, 'pink')
this.projectiles.push(projectile)
return true
} else {
@@ -82,9 +127,9 @@ export class Pistol extends BasicWeapon{
let pistol = new Pistol(world)
pistol.offset = offset;
pistol.size = 5;
pistol.color = 'yellow';
pistol.color = 'brown';
pistol.shootInterval = 50;
return pistol;
}
}
}