unibutton/common/player.js

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import { distF, uuidv4 } from './util.js'
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class Player {
constructor(you, isPlayer) {
let pos = { x: Math.random() * 1000 - 50, y: Math.random() * 1000 - 50 };
let camera = { x: -pos.x, y: -pos.y };
let vel = { x: 0, y: 0 };
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this.camera = camera;
this.pos = pos;
this.vel = vel;
this.rot = 0;
this.dir = 1;
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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];
this.legalProps = [
'vel','dir','camera','ticks','isMenu','r'
];
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}
bump() {
let player = this;
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if (player.ticks < 15) {
player.dir *= -1;
}
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console.log(player.ticks)
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player.vel.x *= 0.3;
player.vel.y *= 0.3;
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player.vel.x += Math.sin(player.rot) * 12;
player.vel.y -= Math.cos(player.rot) * 12;
player.ticks = 0;
}
handleTick(game) {
let { entities, width, height } = game;
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let ent = this;
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if (ent.health <= 0) return;
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ent.pos.x += ent.vel.x;
ent.pos.y += ent.vel.y;
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ent.pos.x = Math.max(Math.min(ent.pos.x, width / 2), - width / 2);
ent.pos.y = Math.max(Math.min(ent.pos.y, height / 2), - height / 2);
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ent.vel.x *= 0.9;
ent.vel.y *= 0.9;
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ent.rot += 0.03 * ent.dir;
ent.rot = ent.rot % (Math.PI * 10);
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ent.camera.x = -ent.pos.x * 0.1 + ent.camera.x * 0.9;
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);
for (let target of entities) {
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))
- (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.isMenu = true;
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ent.rot = 1.2;
}
if (target.immortal) continue;
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target.health--;
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if (target.health == 0) {
ent.headCount++;
}
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}
}
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}
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}
export default Player;