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survivors: maybe made the behaviour better when projectiles flew through the target and then had to continue moving
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@@ -83,14 +83,18 @@ export class World {
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}
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getClosestTargetTo(point: Vector): [number, Placeable | undefined] | undefined {
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return this.getClosestTargetToButNot(point, undefined)
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return this.getClosestTargetToButNot(point)
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}
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getClosestTargetToButNot(point: Vector, placeAble?: Placeable): [number, Placeable | undefined] | undefined {
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getClosestTargetToButNot(point: Vector, placeable?: Placeable): [number, Placeable | undefined] | undefined {
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return this.getClosestTargetToButNotArray(point, [placeable])
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}
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getClosestTargetToButNotArray(point: Vector, placeAbles?: [Placeable | undefined]): [number, Placeable | undefined] | undefined {
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let currentTarget;
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let currentDistance = Number.MAX_SAFE_INTEGER;
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this._enemies.forEach(enemy => {
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if(placeAble && enemy === placeAble) {
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if(placeAbles && placeAbles.indexOf(enemy) !== -1) {
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return;
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}
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let distance = point.distanceTo(enemy.getPosition());
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@@ -2,7 +2,7 @@ import type {Acting, Placeable, Healthy} from "./interfaces.ts";
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import type {Vector} from "./base.ts";
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import {World} from "./World.ts";
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import {Cooldown, Point, Vector} from "./base.ts";
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import {circleLineCollision, drawDot, moveInDirectionOf, straightMove, toRad} from "./utils.ts";
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import {circleLineCollision, drawDot, moveInDirectionOf, pointOnLineWithinLine, straightMove, toRad} from "./utils.ts";
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import {InstanceOfUtils} from "./instance.ts";
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export abstract class Projectile implements Acting, Placeable {
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@@ -15,6 +15,7 @@ export abstract class Projectile implements Acting, Placeable {
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protected stats: ProjectileStats;
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protected status: ProjectileStatus;
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protected lastPosition: Vector;
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protected secondToLastPosition?: Vector
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protected lastColliding?: Placeable;
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constructor(position: Vector, speedVec: Vector, stats: ProjectileStats, world: World, parent: any) {
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@@ -81,6 +82,7 @@ export abstract class Projectile implements Acting, Placeable {
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}
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move() {
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this.secondToLastPosition = this.lastPosition;
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this.lastPosition = this.position.clone()
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}
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@@ -132,19 +134,31 @@ export class HomingProjectile extends Projectile {
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if(target.dead()) {
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let closestTargetTo = this.world.getClosestTargetTo(this.position)
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let dir = Vector.createVector(this.target.getPosition(), this.position)
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let oldDir = Vector.createVector(this.position, this.lastPosition).normalize()
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let newTargetDirection = Vector.createVector(this.target.getPosition(), this.position)
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let justMovedDirection = Vector.createVector(this.position, this.lastPosition).normalize()
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let olderMovedDirection: Vector;
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if(this.secondToLastPosition !== undefined) {
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olderMovedDirection = Vector.createVector(this.lastPosition, this.secondToLastPosition).normalize();
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} else {
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olderMovedDirection = new Vector(0, 1)
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}
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if (closestTargetTo !== undefined && closestTargetTo[1] !== undefined) {
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let newTargetPosition = closestTargetTo[1]!.getPosition();
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let newDir = Vector.createVector(newTargetPosition, this.position)
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let newDirAngle = newDir.angleTo(dir);
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let newDirAngle = newDir.angleTo(newTargetDirection);
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if(Math.abs(newDirAngle) >= toRad(150)) {
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this.target = closestTargetTo[1]!;
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} else {
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this.target = new Point(this.position.add(oldDir.multiply(Math.max(this.world.size.x, this.world.size.y))))
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if(pointOnLineWithinLine(this.target.getPosition(), this.lastPosition, this.position)) {
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justMovedDirection = olderMovedDirection
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}
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this.target = new Point(this.position.add(justMovedDirection.multiply(Math.max(this.world.size.x, this.world.size.y))))
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}
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} else {
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this.target = new Point(this.position.add(oldDir.multiply(Math.max(this.world.size.x, this.world.size.y))))
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if(pointOnLineWithinLine(this.target.getPosition(), this.lastPosition, this.position)) {
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justMovedDirection = olderMovedDirection
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}
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this.target = new Point(this.position.add(justMovedDirection.multiply(Math.max(this.world.size.x, this.world.size.y))))
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}
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}
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}
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@@ -40,6 +40,16 @@ export function linePointCollision(point: Vector, lineStart: Vector, lineEnd: Ve
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return false;
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}
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export function pointOnLineWithinLine(circleCenter: Vector, lineStart: Vector, lineEnd: Vector) {
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let lineVector = Vector.createVector(lineEnd, lineStart)
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let vectorCenterLine = Vector.createVector(circleCenter, lineStart)
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let dot = vectorCenterLine.dotProduct(lineVector)
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let closestX = lineStart.x + (dot * (lineVector.x))
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let closestY = lineStart.y + (dot * (lineVector.y))
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let closestPoint = new Vector(closestX, closestY);
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return linePointCollision(closestPoint, lineStart, lineEnd);
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}
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export function circleLineCollision(circleCenter: Vector, radius: number, lineStart: Vector, lineEnd: Vector) {
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if(pointInsideCircle(circleCenter, radius, lineStart) || pointInsideCircle(circleCenter, radius, lineEnd)) {
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return true;
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