import { distF, uuidv4 } from './util.js' 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 }; this.camera = camera; this.pos = pos; this.vel = vel; 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; } bump() { let player = this; if (player.ticks < 7) { player.dir *= -1; } console.log(player.ticks) 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; 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.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.isMenu = true; ent.rot = 1.2; } if (target.immortal) continue; target.health--; if (target.health == 0) { ent.headCount++; } } } } } export default Player;