Implement more flexible handling of entities and collidables
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11 changed files with 204 additions and 73 deletions
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@ -1,60 +1,44 @@
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import { Collision, MapData } from '../model/data/map';
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import { CollidableGroup, collide, mkCollision } from './collision';
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import { EntityContext } from './entitycontext';
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import { MapData } from '../model/data/map';
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import { loadSimpleEntity } from '../view/entity';
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import { DirectionHandler } from '../view/input/directionhandler';
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import { loadMap } from '../view/map';
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import { Renderer } from '../view/renderer/renderer';
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import { SpriteView } from '../view/sprite';
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import { Collidable } from '../math/collision';
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import { LineSegment, Movement } from '../math/line';
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import { Point } from '../math/point';
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import { Movement } from '../math/line';
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import { getJSON } from '../util';
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import { vec2 } from 'gl-matrix';
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export class GameContext {
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export class GameContext implements CollidableGroup {
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public static async load(renderer: Renderer): Promise<GameContext> {
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const entity = loadSimpleEntity(renderer, 'simple_circle');
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const [mapView, collision] = await this.loadMap(renderer);
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const map = this.loadMap(renderer, 'test');
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const loadPlayer = EntityContext.load(renderer, 'green_circle');
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const loadEntity = EntityContext.load(renderer, 'red_circle');
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const [mapView, mapCollision] = await map;
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const player = await loadPlayer;
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const entity = await loadEntity;
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vec2.set(player.pos, 6, 6);
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vec2.set(entity.pos, 3, 3);
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return new GameContext(
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renderer,
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mapView,
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await entity,
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collision,
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player,
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[entity],
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mapCollision,
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);
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}
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private static mkCollision(collision: Collision[]): Collidable[] {
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const ret: Collidable[] = [];
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for (const c of collision) {
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switch (c.type) {
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case 'polygon':
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if (!c.vertices.length)
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continue;
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let prev = c.vertices[c.vertices.length - 1];
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for (const v of c.vertices) {
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ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
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prev = v;
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}
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for (const v of c.vertices) {
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ret.push(new Point(vec2.clone(v)));
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prev = v;
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}
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}
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}
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return ret;
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}
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private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> {
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const map = new MapData(await getJSON('resources/map/test.json'));
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return [await loadMap(renderer, map), this.mkCollision(map.collision)];
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private static async loadMap(renderer: Renderer, name: string): Promise<[SpriteView, Collidable[]]> {
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const map = new MapData(await getJSON(`resources/map/${name}.json`));
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return [await loadMap(renderer, map), mkCollision(map.collision)];
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}
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private time: number|null = null;
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@ -65,28 +49,36 @@ export class GameContext {
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private readonly input: DirectionHandler;
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private readonly entityPos: vec2 = vec2.clone([6, 6]);
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private readonly entityMovement: vec2 = vec2.create();
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private readonly playerMovement: vec2 = vec2.create();
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private readonly collisionRadius = 7 / 16;
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private constructor(
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private readonly renderer: Renderer,
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private readonly mapView: SpriteView,
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private readonly entity: SpriteView,
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private readonly player: EntityContext,
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private readonly entities: EntityContext[],
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private readonly collision: Collidable[],
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) {
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this.input = new DirectionHandler();
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this.input.addListener((v) => {
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if (vec2.sqrLen(v) > 0)
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vec2.normalize(this.entityMovement, v);
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vec2.normalize(this.playerMovement, v);
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else
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vec2.copy(this.entityMovement, [0, 0]);
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vec2.copy(this.playerMovement, [0, 0]);
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});
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window.requestAnimationFrame(this.render);
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}
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public getTranslation(): null {
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return null;
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}
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public getCollidables(): Collidable[] {
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return this.collision;
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}
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private updateTime(time: number): number {
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const diff = this.time !== null ? time - this.time : 0;
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this.time = time;
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@ -95,41 +87,39 @@ export class GameContext {
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}
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private updateStepCollide(out: vec2, dest: vec2): boolean {
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const move = new Movement(this.entityPos, dest);
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const move = new Movement(this.player.pos, dest);
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for (const c of this.collision) {
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if (!c.collide(out, move, this.collisionRadius))
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continue;
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for (const c of [this, ...this.entities]) {
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if (collide(c, out, move, this.collisionRadius)) {
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if (vec2.squaredDistance(move.src, out) >= vec2.squaredDistance(move.src, move.dest))
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continue;
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if (vec2.squaredDistance(this.entityPos, out) >= vec2.squaredDistance(this.entityPos, dest))
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continue;
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return true;
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return true;
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}
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}
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return false;
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}
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private updateStep(): void {
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const dest = vec2.scaleAndAdd(vec2.create(), this.entityPos, this.entityMovement, this.speed);
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const dest = vec2.scaleAndAdd(vec2.create(), this.player.pos, this.playerMovement, this.speed);
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const newDest = vec2.create();
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while (this.updateStepCollide(newDest, dest)) {
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if (vec2.equals(newDest, this.entityPos))
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if (vec2.equals(newDest, this.player.pos))
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return;
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vec2.copy(dest, newDest);
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}
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vec2.copy(this.entityPos, dest);
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vec2.copy(this.player.pos, dest);
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}
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private update(time: number): void {
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const diff = Math.min(this.maxSkip, this.updateTime(time));
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if (vec2.sqrLen(this.entityMovement) === 0) {
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this.renderer.snapToGrid(this.entityPos, this.entityPos);
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if (vec2.sqrLen(this.playerMovement) === 0) {
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this.renderer.snapToGrid(this.player.pos, this.player.pos);
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return;
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}
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@ -140,13 +130,13 @@ export class GameContext {
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private render = (time: number) => {
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this.update(Math.round(time / this.tick));
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this.renderer.setCenter(this.entityPos);
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this.renderer.setCenter(this.player.pos);
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this.renderer.clear();
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this.mapView.render();
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this.renderer.setTranslation(this.entityPos);
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this.entity.render();
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for (const r of [...this.entities, this.player])
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r.render();
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window.requestAnimationFrame(this.render);
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}
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