More generic collision handling

This commit is contained in:
Matthias Schiffer 2018-11-05 19:59:39 +01:00
parent 9be9f8e739
commit fd59aaa55c
Signed by: neocturne
GPG key ID: 16EF3F64CB201D9C
4 changed files with 78 additions and 57 deletions

View file

@ -6,7 +6,9 @@ import { loadMap } from '../view/map';
import { Renderer } from '../view/renderer/renderer';
import { SpriteView } from '../view/sprite';
import { Collidable } from '../math/collision';
import { LineSegment, Movement } from '../math/line';
import { Point } from '../math/point';
import { getJSON } from '../util';
import { vec2 } from 'gl-matrix';
@ -24,8 +26,8 @@ export class GameContext {
);
}
private static mkCollision(collision: Collision[]): LineSegment[] {
const ret: LineSegment[] = [];
private static mkCollision(collision: Collision[]): Collidable[] {
const ret: Collidable[] = [];
for (const c of collision) {
switch (c.type) {
@ -39,13 +41,18 @@ export class GameContext {
ret.push(LineSegment.fromPoints(vec2.clone(prev), vec2.clone(v)));
prev = v;
}
for (const v of c.vertices) {
ret.push(new Point(vec2.clone(v)));
prev = v;
}
}
}
return ret;
}
private static async loadMap(renderer: Renderer): Promise<[SpriteView, LineSegment[]]> {
private static async loadMap(renderer: Renderer): Promise<[SpriteView, Collidable[]]> {
const map = new MapData(await getJSON('resources/map/test.json'));
return [await loadMap(renderer, map), this.mkCollision(map.collision)];
}
@ -53,7 +60,7 @@ export class GameContext {
private time: number|null = null;
private readonly tick = 10; // ms per tick
private readonly speed = 0.05; // movement per tick
private readonly speed = 0.04; // movement per tick
private readonly maxSkip = 20; // maximum ticks to process in a single render step
private readonly input: DirectionHandler;
@ -67,7 +74,7 @@ export class GameContext {
private readonly renderer: Renderer,
private readonly mapView: SpriteView,
private readonly entity: SpriteView,
private readonly collision: LineSegment[],
private readonly collision: Collidable[],
) {
this.input = new DirectionHandler();
this.input.addListener((v) => {
@ -102,7 +109,7 @@ export class GameContext {
const move = new Movement(this.entityPos, dest);
for (const c of this.collision) {
if (!c.collidesMoveCircle(dest2, move, this.collisionRadius))
if (!c.collide(dest2, move, this.collisionRadius))
continue;
if (!vec2.exactEquals(dest, dest2)) {