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