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import { Entity, EntityNames } from '.';
import { IMAGES, SPRITE_SPECS, Sprites, type SpriteSpec } from '../config';
import {
Jump,
FacingDirection,
BoundingBox,
Sprite,
Velocity,
Gravity,
WallBounded,
Forces,
Collide,
Mass,
Moment,
ComponentNames,
Control
} from '../components';
import { Direction } from '../interfaces';
export class Player extends Entity {
private static MASS: number = 10;
private static MOI: number = 100;
private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(
Sprites.COFFEE
) as SpriteSpec;
constructor() {
super(EntityNames.Player);
this.addComponent(
new BoundingBox(
{
x: 0,
y: 0
},
{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
0
)
);
this.addComponent(
new Velocity({ dCartesian: { dx: 0, dy: 0 }, dTheta: 0 })
);
this.addComponent(new Mass(Player.MASS));
this.addComponent(new Moment(Player.MOI));
this.addComponent(new Forces());
this.addComponent(new Gravity());
this.addComponent(new Jump());
this.addComponent(new Collide());
this.addComponent(new WallBounded());
this.addFacingDirectionComponents();
}
private addFacingDirectionComponents() {
const [leftSprite, rightSprite] = [Direction.LEFT, Direction.RIGHT].map(
(direction) =>
new Sprite(
IMAGES.get(Player.spriteSpec.states!.get(direction)!.sheet!)!,
{ x: 0, y: 0 },
{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
Player.spriteSpec.msPerFrame,
Player.spriteSpec.frames
)
);
this.addComponent(new FacingDirection(leftSprite, rightSprite));
this.addComponent(leftSprite); // face left by default
}
public serialize(): Record<string, any> {
return {
control: this.getComponent<Control>(ComponentNames.Control),
boundingBox: this.getComponent<BoundingBox>(ComponentNames.BoundingBox),
velocity: this.getComponent<Velocity>(ComponentNames.Velocity),
forces: this.getComponent<Forces>(ComponentNames.Forces)
};
}
public setFrom(args: Record<string, any>) {
const { control, forces, velocity, boundingBox } = args;
let center = boundingBox.center;
const myCenter = this.getComponent<BoundingBox>(
ComponentNames.BoundingBox
).center;
const distance = Math.sqrt(
Math.pow(center.y - myCenter.y, 2) + Math.pow(center.x - myCenter.x, 2)
);
const clientServerPredictionCenterThreshold = 15;
if (distance < clientServerPredictionCenterThreshold) center = myCenter;
[
Object.assign(new Control(control.controllableBy), control),
new Velocity(velocity.velocity),
new Forces(forces.forces),
new BoundingBox(center, boundingBox.dimension, boundingBox.rotation)
].forEach((component) => this.addComponent(component));
}
}
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