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import { distF, uuidv4 } from './util.js'
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import Entity from './entity.js';
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class Player extends Entity {
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constructor(you, isPlayer, game = false) {
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super(game);
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this.camera = { x: -this.pos.x, y: -this.pos.y };
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this.rot = 0;
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this.dir = 1;
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this.ticks = 0;
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this.health = 100;
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this.you = you || uuidv4();
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this.isPlayer = isPlayer;
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this.headCount = 0;
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this.type = 'Player';
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this.isMenu = false;
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this.r = 1;
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this.isYou = false;
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this.serverProps = [
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'type', 'camera', 'pos', 'vel', 'rot', 'dir', 'ticks', 'health', 'you', 'isPlayer', 'headCount', 'isMenu', 'r', 'isYou'
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];
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this.legalProps = [
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'vel', 'dir', 'camera', 'ticks', 'isMenu', 'r', 'ref'
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];
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}
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bump() {
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let player = this;
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if (player.ticks < 15) {
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player.dir *= -1;
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}
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player.vel.x *= 0.3;
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player.vel.y *= 0.3;
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player.vel.x += Math.sin(player.rot) * 12;
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player.vel.y -= Math.cos(player.rot) * 12;
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player.ticks = 0;
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}
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handleTick(game) {
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let { entities, width, height } = game;
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let ent = this;
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ent.headCount += 1/200;
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ent.headCount = Math.round(ent.headCount * 1000) / 1000;
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if (ent.health <= 0) return;
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ent.pos.x += ent.vel.x;
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ent.pos.y += ent.vel.y;
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ent.pos.x = Math.max(Math.min(ent.pos.x, width / 2), - width / 2);
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ent.pos.y = Math.max(Math.min(ent.pos.y, height / 2), - height / 2);
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ent.bounce(game);
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ent.vel.x *= 0.9;
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ent.vel.y *= 0.9;
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ent.rot += 0.03 * ent.dir;
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ent.rot = ent.rot % (Math.PI * 10);
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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ent.camera.y = -ent.pos.y * 0.1 + ent.camera.y * 0.9;
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ent.ticks++;
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let velness = Math.sqrt(ent.vel.x ** 2 + ent.vel.y ** 2);
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for (let target of entities) {
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if (target.you == ent.you) continue;
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let dist = distF(ent, target);
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let dp = (Math.sin(ent.rot) * (ent.pos.x - target.pos.x))
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- (Math.cos(ent.rot) * (ent.pos.y - target.pos.y));
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dp /= Math.sqrt(dist + 0.1);
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if (Math.sqrt(dist) < 128 && 1 / dp < -0.2) {
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if (target.type == 'NPC' && velness > 0.2 && ent.ticks >= 15) {
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ent.isMenu = true;
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ent.rot = 1.2;
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}
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if (target.type == 'Shooter') {
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this.health -= 1;
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}
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if (target.immortal) continue;
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let oldHealth = target.health
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let dmg = Math.floor((dp - 0.001) * 10);
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target.health += Math.floor((dp - 0.001) * 10);
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target.vel.x += (target.pos.x - ent.pos.x) * 0.1;
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target.vel.y += (target.pos.y - ent.pos.y) * 0.1;
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if (target.health <= 0 && oldHealth > 0) {
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console.log(`Player ${target.you} died to a player ${ent.you}`);
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ent.health -= dmg;
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if (ent.health > 100) ent.health = 100;
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ent.headCount += 100;
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}
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}
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}
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}
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}
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export default Player;
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