well
This commit is contained in:
+67
-38
@@ -14,8 +14,6 @@ const CIRCLE = Shape.Cirle;
|
|||||||
const RECT = Shape.Rect;
|
const RECT = Shape.Rect;
|
||||||
const POLYGON = Shape.Polygon;
|
const POLYGON = Shape.Polygon;
|
||||||
|
|
||||||
type ShapeType = Shape.Cirle | Shape.Rect | Shape.Polygon;
|
|
||||||
|
|
||||||
type CollisionBuffer = {
|
type CollisionBuffer = {
|
||||||
size: number;
|
size: number;
|
||||||
mask: number;
|
mask: number;
|
||||||
@@ -24,6 +22,64 @@ type CollisionBuffer = {
|
|||||||
slice: Array<Collision>;
|
slice: Array<Collision>;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
type Collide = (collision: Collision, cid: string) => void;
|
||||||
|
|
||||||
|
export type Collider = {
|
||||||
|
shape: Shape;
|
||||||
|
body: Circle | Rect | Polygon;
|
||||||
|
buffer: CollisionBuffer;
|
||||||
|
};
|
||||||
|
|
||||||
|
export type Collision = {
|
||||||
|
cid: string;
|
||||||
|
normal: Vector;
|
||||||
|
position: Vector;
|
||||||
|
depth: 0;
|
||||||
|
angle: 0;
|
||||||
|
};
|
||||||
|
|
||||||
|
export function createCollider(
|
||||||
|
shape: Shape,
|
||||||
|
body: Circle | Rect | Polygon,
|
||||||
|
bufferSize: number = 8,
|
||||||
|
): Collider {
|
||||||
|
return {
|
||||||
|
shape,
|
||||||
|
body,
|
||||||
|
buffer: createCollisionBuffer(bufferSize),
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
function collideWithCirle(collision: Collision, cid: string) {
|
||||||
|
collision.cid = cid;
|
||||||
|
}
|
||||||
|
|
||||||
|
function collideWithRect(collision: Collision, cid: string) {
|
||||||
|
collision.cid = cid;
|
||||||
|
}
|
||||||
|
|
||||||
|
function collideWithPolygon(collision: Collision, cid: string) {
|
||||||
|
collision.cid = cid;
|
||||||
|
}
|
||||||
|
|
||||||
|
const circleCollide: Array<Collide> = [
|
||||||
|
collideWithCirle,
|
||||||
|
collideWithRect,
|
||||||
|
collideWithPolygon,
|
||||||
|
];
|
||||||
|
|
||||||
|
const rectCollide: Array<Collide> = [
|
||||||
|
collideWithCirle,
|
||||||
|
collideWithRect,
|
||||||
|
collideWithPolygon,
|
||||||
|
];
|
||||||
|
|
||||||
|
const polygonCollide: Array<Collide> = [
|
||||||
|
collideWithCirle,
|
||||||
|
collideWithRect,
|
||||||
|
collideWithPolygon,
|
||||||
|
];
|
||||||
|
|
||||||
function createCollisionBuffer(size: number): CollisionBuffer {
|
function createCollisionBuffer(size: number): CollisionBuffer {
|
||||||
if ((size & (size - 1)) !== 0) {
|
if ((size & (size - 1)) !== 0) {
|
||||||
throw new Error("size must be a power of two");
|
throw new Error("size must be a power of two");
|
||||||
@@ -47,14 +103,6 @@ function next(buffer: CollisionBuffer): Collision {
|
|||||||
return buffer.pool[buffer.cursor++ & buffer.mask];
|
return buffer.pool[buffer.cursor++ & buffer.mask];
|
||||||
}
|
}
|
||||||
|
|
||||||
export type Collision = {
|
|
||||||
cid: string;
|
|
||||||
normal: Vector;
|
|
||||||
position: Vector;
|
|
||||||
depth: 0;
|
|
||||||
angle: 0;
|
|
||||||
};
|
|
||||||
|
|
||||||
function createCollision(): Collision {
|
function createCollision(): Collision {
|
||||||
return {
|
return {
|
||||||
cid: "",
|
cid: "",
|
||||||
@@ -65,36 +113,14 @@ function createCollision(): Collision {
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
export class Collider {
|
|
||||||
shapeType: ShapeType;
|
|
||||||
body: Circle | Rect | Polygon;
|
|
||||||
buffer: CollisionBuffer;
|
|
||||||
|
|
||||||
constructor(
|
|
||||||
shape: ShapeType,
|
|
||||||
body: Circle | Rect | Polygon,
|
|
||||||
bufferSize: number = 8,
|
|
||||||
) {
|
|
||||||
this.shapeType = shape;
|
|
||||||
this.body = body;
|
|
||||||
this.buffer = createCollisionBuffer(bufferSize);
|
|
||||||
}
|
|
||||||
|
|
||||||
// FIXME: sTruCtUrEd ClOnE >.<
|
|
||||||
collideWithCircle(collision: Collision, cid: string): void {
|
|
||||||
collision.cid = cid;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
export function moveAndCollide(
|
export function moveAndCollide(
|
||||||
id: string,
|
id: string,
|
||||||
velocity: Vector,
|
velocity: Vector,
|
||||||
delta: number,
|
delta: number,
|
||||||
): Array<Collision> {
|
): Array<Collision> {
|
||||||
const colliders = $<Collider>("collider")!;
|
const colliders = $<Collider>("collider")!;
|
||||||
const self = colliders.get(id)!;
|
const self = colliders.get(id)!.value;
|
||||||
console.log(id, self);
|
const slice = self.buffer.slice;
|
||||||
const slice = self.value.buffer.slice;
|
|
||||||
slice.length = 0;
|
slice.length = 0;
|
||||||
|
|
||||||
for (const [cid, collider] of colliders.entries()) {
|
for (const [cid, collider] of colliders.entries()) {
|
||||||
@@ -102,20 +128,23 @@ export function moveAndCollide(
|
|||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
const collision = next(self.value.buffer);
|
const other = collider.value;
|
||||||
switch (collider.value.shapeType) {
|
const collision = next(self.buffer);
|
||||||
|
switch (self.shape) {
|
||||||
case CIRCLE: {
|
case CIRCLE: {
|
||||||
// FIXME: sTruCtUrEd ClOnE >.<
|
circleCollide[other.shape](collision, cid);
|
||||||
self.value.collideWithCircle(collision, cid);
|
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case RECT: {
|
case RECT: {
|
||||||
|
rectCollide[other.shape](collision, cid);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case POLYGON: {
|
case POLYGON: {
|
||||||
|
polygonCollide[other.shape](collision, cid);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (collision.cid.length > 0) {
|
if (collision.cid.length > 0) {
|
||||||
slice.push(collision);
|
slice.push(collision);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,7 +9,7 @@ import {
|
|||||||
defineSpriteSheet,
|
defineSpriteSheet,
|
||||||
} from "#/engine/Sprite.ts";
|
} from "#/engine/Sprite.ts";
|
||||||
import {
|
import {
|
||||||
Collider,
|
createCollider,
|
||||||
moveAndCollide,
|
moveAndCollide,
|
||||||
Shape,
|
Shape,
|
||||||
} from "#/engine/system/physics.ts";
|
} from "#/engine/system/physics.ts";
|
||||||
@@ -24,7 +24,7 @@ const process = defineEntity("hero", {
|
|||||||
sprite: createSprite(idleSrc),
|
sprite: createSprite(idleSrc),
|
||||||
animation: createSpriteAnimation(500, 2),
|
animation: createSpriteAnimation(500, 2),
|
||||||
velocity: createVector(),
|
velocity: createVector(),
|
||||||
collider: new Collider(Shape.Cirle, createCircle(createVector(), 8)),
|
collider: createCollider(Shape.Cirle, createCircle(createVector(), 8)),
|
||||||
});
|
});
|
||||||
|
|
||||||
process((id, delta) => {
|
process((id, delta) => {
|
||||||
@@ -48,5 +48,5 @@ process((id, delta) => {
|
|||||||
velocity.y = 0;
|
velocity.y = 0;
|
||||||
|
|
||||||
const collisions = moveAndCollide(id, velocity, delta);
|
const collisions = moveAndCollide(id, velocity, delta);
|
||||||
console.log(collisions);
|
// console.log(collisions);
|
||||||
});
|
});
|
||||||
|
|||||||
@@ -5,7 +5,7 @@ import {
|
|||||||
createSpriteAnimation,
|
createSpriteAnimation,
|
||||||
defineSpriteSheet,
|
defineSpriteSheet,
|
||||||
} from "#/engine/Sprite.ts";
|
} from "#/engine/Sprite.ts";
|
||||||
import { Collider, Shape } from "#/engine/system/physics.ts";
|
import { createCollider, Shape } from "#/engine/system/physics.ts";
|
||||||
import { createVector } from "#/engine/Vector.ts";
|
import { createVector } from "#/engine/Vector.ts";
|
||||||
import portal from "#/game/assets/portal.png";
|
import portal from "#/game/assets/portal.png";
|
||||||
|
|
||||||
@@ -15,5 +15,5 @@ defineEntity("portal", {
|
|||||||
position: createVector(),
|
position: createVector(),
|
||||||
sprite: createSprite(portalSrc),
|
sprite: createSprite(portalSrc),
|
||||||
animation: createSpriteAnimation(400, 0),
|
animation: createSpriteAnimation(400, 0),
|
||||||
collider: new Collider(Shape.Cirle, createCircle(createVector(), 8)),
|
collider: createCollider(Shape.Cirle, createCircle(createVector(), 8)),
|
||||||
});
|
});
|
||||||
|
|||||||
Reference in New Issue
Block a user