refactors, fix username check

This commit is contained in:
biglyderv 2024-11-25 14:14:21 -05:00
parent 60e579c349
commit 0a9fd2faf9
4 changed files with 196 additions and 166 deletions

View file

@ -50,76 +50,77 @@ class Player extends Entity {
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;
let ent = this;
ent.headCount += 1/200;
this.headCount += 1 / 200;
ent.headCount = Math.round(ent.headCount * 1000) / 1000;
this.headCount = Math.round(this.headCount * 1000) / 1000;
if (ent.health <= 0) return;
if (this.health <= 0) return;
ent.pos.x += ent.vel.x;
ent.pos.y += ent.vel.y;
this.pos.x += this.vel.x;
this.pos.y += this.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);
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);
ent.bounce(game);
this.bounce(game);
ent.vel.x *= 0.9;
ent.vel.y *= 0.9;
this.vel.x *= 0.9;
this.vel.y *= 0.9;
ent.rot += 0.03 * ent.dir;
ent.rot = ent.rot % (Math.PI * 10);
this.rot += 0.03 * this.dir;
this.rot = this.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;
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;
ent.ticks++;
let velness = Math.sqrt(ent.vel.x ** 2 + ent.vel.y ** 2);
this.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) {
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 += 500;
}
}
this.handleInt(target);
}
}
}