function distF(ent, target) { return ((ent.pos.x - target.pos.x) ** 2) + ((ent.pos.y - target.pos.y) ** 2) } function uuidv4() { return "#000000-000000".replace(/[018]/g, c => (+c ^ crypto.getRandomValues(new Uint8Array(1))[0] & 15 >> +c / 4).toString(16) ); } function Player(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; } Player.prototype.bump = function () { let player = this; if (player.ticks < 10) { 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; } Player.prototype.handleTick = function (game) { let { entities } = game; let ent = this; if (ent.health <= 0) return; ent.pos.x += ent.vel.x; ent.pos.y += ent.vel.y; 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++; 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) { target.health--; if (target.health == 0) { ent.headCount++; } } } } export default Player;