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', 'username' ]; 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; } handleInt(target) { if (target.you == this.you) return; let dist = distF(this, target); let dp = (Math.sin(this.rot) * (this.pos.x - target.pos.x)) - (Math.cos(this.rot) * (this.pos.y - target.pos.y)); dp /= Math.sqrt(dist + 0.1); if (!(Math.sqrt(dist) < 128 && 1 / dp < -0.2)) return; let velness = Math.sqrt(this.vel.x ** 2 + this.vel.y ** 2); if (target.type == 'NPC' && velness > 0.2 && this.ticks >= 15) { this.isMenu = true; this.rot = 1.2; } if (target.type == 'Shooter') { this.health -= 1; } if (target.immortal) return; 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 - this.pos.x) * 0.1; target.vel.y += (target.pos.y - this.pos.y) * 0.1; if (target.health <= 0 && oldHealth > 0) { console.log(`Player ${target.you} died to a player ${this.you}`); this.health -= dmg; if (this.health > 100) this.health = 100; this.headCount += 500; } } handleTick(game) { let { entities, width, height } = game; this.headCount += 1 / 200; this.headCount = Math.round(this.headCount * 1000) / 1000; if (this.health <= 0) return; this.pos.x += this.vel.x; this.pos.y += this.vel.y; this.pos.x = Math.max(Math.min(this.pos.x, width / 2), - width / 2); this.pos.y = Math.max(Math.min(this.pos.y, height / 2), - height / 2); this.bounce(game); this.vel.x *= 0.9; this.vel.y *= 0.9; this.rot += 0.03 * this.dir; this.rot = this.rot % (Math.PI * 10); this.camera.x = -this.pos.x * 0.1 + this.camera.x * 0.9; this.camera.y = -this.pos.y * 0.1 + this.camera.y * 0.9; this.ticks++; for (let target of entities) { this.handleInt(target); } } } export default Player;