unibutton/common/player.js

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No EOL
3.2 KiB
JavaScript

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;