mkjs/code/entities/item.js

412 lines
12 KiB
JavaScript

//
// shell.js
//--------------------
// Entity type for any item. Specific item types in `/item` folder
// Has a default collision handler, but can pass control to the specific item code.
// by RHY3756547
//
// includes: gl-matrix.js (glMatrix 2.0)
// /formats/kcl.js
//
var itemTypes = {
//physics, holdable
'$koura_g': GreenShellC,
'$koura_r': RedShellC,
'$banana': BananaC,
'$bomb': BombC,
'$f_box': FakeBoxC,
//groups
'$koura_group': ShellGroupC,
'$banana_group': BananaGroupC,
//one use items
'$kinoko': MushroomC,
'$kinoko_group': MushroomGroupC,
'$kinoko_p': QueenMushroomC,
'$star': StarC,
'$thunder': ThunderC,
'$gesso': BlooperC,
'$teresa': BooC,
'$killer': KillerC,
'$koura_w': BlueShellC
}
window.Item = function(scene, owner, type, id) {
var t = this;
var minimumMove = 0.01;
this.id = id;
this.pos = vec3.transformMat4([], [0, (-owner.params.colRadius)+1, 16], owner.mat);
this.vel = vec3.create();
this.gravity = [0, -0.17, 0]; //100% confirmed by me messing around with the gravity value in mkds
this.minBounceVel = 0.5;
this.airResist = 0.99;
this.enablePhysics = true;
this.floorBounce = 0.5;
this.held = true;
this.type = type;
this.owner = owner;
this.holdTime = 20;
this.dead = false;
this.angle = owner.angle;
this.speed = 10;
this.yvel = 0;
this.xyScale = [1, 1];
this.colRadius = 4;
this.holdDist = 2;
this.safeKart = owner;
var safeTimeMax = 4;
this.safeTime = safeTimeMax; //time the object needs to not be colliding with the source to start considering collisions with it
this.stuckTo = null;
this.groundTime = 0;
var deadTimerLength = 30;
var throwVelocity = 7; //xz velocity for throw. angle adds a y component
var throwAngle = (Math.PI / 10) * 2;
var working = vec3.create();
this.deadTimer = 0; //animates death. goes to 20, then deletes for real. dead objects can't run update or otherwise
//a controller makes this item what it is...
// canBeHeld: boolean
// canBeDropped: boolean | 'func'
// isDestructive: boolean
// update?: (scene: CourseScene) => void
// draw?: (mvMatrix, pMatrix) => void // OVERRIDES NORMAL DRAW FUNCTION!
// release?: (direction: number) => boolean //direction is 1 for forward, -1 for back. returns if the item has more uses
// onRest?: (normal: vec3) => void //when the object comes to a rest (first time, or after leaving the ground for a while)
// onDie?: (final: boolean) => void //when the object dies
// collide?: (item: Item | Kart)
// collideKart?: (item: Kart)
var subtypeInd = type.indexOf('-');
if (subtypeInd == -1) subtypeInd = type.length;
this.controller = new itemTypes["$"+type.substr(0, subtypeInd)](this, scene, type.substr(subtypeInd + 1));
//functions
this.update = update;
this.draw = draw;
this.updateHold = updateHold;
this.release = release;
this.canBeHeld = canBeHeld;
this.canBeDropped = canBeDropped;
this.isDestructive = isDestructive;
this.isSolid = isSolid;
this.finalize = finalize;
this.collide = collide;
function updateHold(kart) {
//move the object behind the kart (physical direction without drift off)
//assuming this will only be called for something that can be held
var dir = kart.driftOff / 4;
//offset the kart's drift offset (on direction)
var pos;
if (t.holdPos != null) {
pos = vec3.clone(t.holdPos);
} else {
var dist = t.colRadius + kart.params.colRadius + t.holdDist;
var pos = [Math.sin(dir)*dist, -kart.params.colRadius, -Math.cos(dir)*dist];
}
//make relative to the kart's position
vec3.transformMat4(pos, pos, kart.mat);
vec3.sub(t.vel, pos, t.pos); //set the object's velocity to try move it to the hold location. (gravity is disabled)
t.enablePhysics = true;
}
function release(forward) {
//release the item, either forward or back
t.holdTime = 0;
if (t.canBeHeld()) {
t.updateHold(owner);
updateCollision(scene);
}
t.enablePhysics = true;
if (t.controller.release) t.controller.release(forward);
else {
//default drop and throw. just here for template purposes
if (forward > 0) {
nitroAudio.playSound(218, {volume: 2}, 0, owner);
var dir = owner.driftOff / 4;
//offset the kart's drift offset (on direction). add y component
var vel = [-Math.sin(dir)*throwVelocity, Math.tan(throwAngle) * throwVelocity, Math.cos(dir)*throwVelocity];
var z = [0, 0, 0];
//make relative to the kart's orientation
vec3.transformMat4(vel, vel, owner.mat);
vec3.transformMat4(z, z, owner.mat);
vec3.sub(vel, vel, z);
var v2 = vec3.scale([], owner.vel, 2);
vec3.add(vel, vel, v2);
t.vel = vel;
} else {
t.vel = vec3.create();
t.safeKart = null;
}
}
t.held = false;
}
function canBeHeld() {
return t.controller.canBeHeld || false;
}
function canBeDropped() {
if (t.controller.canBeDropped == null) return true;
return t.controller.canBeDropped;
}
function isDestructive() {
return t.controller.isDestructive || false;
}
function isSolid() {
if (t.controller.isSolid == null) return true;
return t.controller.isSolid;
}
function finalize() {
//kill instantly
if (t.controller.onDie) t.controller.onDie(true);
t.deadTimer = deadTimerLength;
scene.items.removeItem(t);
t.dead = true;
}
function intensityMax(targ, vec) {
if (Math.abs(vec[0]) > Math.abs(targ[0])*0.5) targ[0] = vec[0];
if (Math.abs(vec[1]) > Math.abs(targ[1])*0.5) targ[1] = vec[1];
if (Math.abs(vec[2]) > Math.abs(targ[2])*0.5) targ[2] = vec[2];
}
function collide(item) {
if (t.controller.collide) {
t.controller.collide(item);
return;
}
if (item.type) {
//has a type, definitely an item
if (item.isDestructive() || t.isDestructive()) {
//mutual destruction. other side will deal with how they handle the collision
t.deadTimer++;
item.deadTimer++;
} else if (item.isSolid() && t.isSolid()) {
//bounce off other items that are not destructive
//set our velocity to move away (not too intensely)
//(only apply if our id is before, to avoid double adding the velocity)
if (t.id < item.id) {
var diff = vec3.sub(working, t.pos, item.pos);
vec3.scale(diff, diff, 0.33);
intensityMax(t.vel, diff);
vec3.scale(diff, diff, -1);
intensityMax(item.vel, diff);
//vec3.add(t.vel, t.vel, diff);
//vec3.sub(item.vel, item.vel, diff);
t.enablePhysics = true;
item.enablePhysics = true;
}
}
} else {
//is a kart. usually this is where objects differ
if (t.controller.collideKart) {
t.controller.collideKart(item);
}
}
}
function update(scene) {
if (t.controller.update) t.controller.update(scene);
if (t.holdTime > 0 && t.holdTime-- > 7) {
if (t.holdTime == 7) {
nitroAudio.playSound(231, {volume: 2}, 0, owner);
}
return;
}
if (t.pos[2] < -10000) finalize(); //out of bounds failsafe
if (t.deadTimer > 0) {
if (t.deadTimer == 1 && t.controller.onDie) t.controller.onDie(false);
t.deadTimer++;
t.sprMat = mat4.create();
mat4.translate(t.sprMat, t.sprMat, [t.deadTimer/50, Math.sin((t.deadTimer/30) * Math.PI) * 0.5, 0]);
mat4.rotateZ(t.sprMat, t.sprMat, (t.deadTimer/-15) * Math.PI);
if (t.deadTimer >= 30) t.finalize();
return;
}
if (t.held) {
t.updateHold(owner);
}
var hitSafe = false;
//search for player collisions, collisions with other items
for (var i=0; i<scene.karts.length; i++) {
var ok = scene.karts[i];
var dist = vec3.dist(vec3.add(working, t.pos, [0,t.colRadius/2,0]), ok.pos);
if (dist < t.colRadius + ok.params.colRadius) {
//colliding with a kart.
//do we need to do something?
if (ok === t.safeKart) {
hitSafe = true;
continue;
}
t.collide(ok);
}
}
if (t.safeKart && !hitSafe && !t.held) {
t.safeTime--;
if (t.safeTime <= 0) {
t.safeKart = null;
}
}
if (t.holdTime == 0) { //avoid mutual item destruction on the first frame
for (var i=0; i<scene.items.items.length; i++) {
var ot = scene.items.items[i];
if (ot == t || (t.held && ot.held)) continue;
var dist = vec3.dist(t.pos, ot.pos);
if (dist < t.colRadius + ot.colRadius && ot.holdTime <= 7 && ot.deadTimer == 0) {
//two items are colliding.
t.collide(ot);
}
}
}
if (t.groundTime > 0) t.groundTime++;
if (t.stuckTo != null) {
if (t.stuckTo.moveWith != null) t.stuckTo.moveWith(t);
t.enablePhysics = true;
t.stuckTo = null;
}
if (t.enablePhysics) {
updateCollision(scene);
}
}
function updateCollision(scene) {
if (!t.held) {
vec3.add(t.vel, t.vel, t.gravity);
vec3.scale(t.vel, t.vel, t.airResist);
}
//by default, items use raycast collision against the world (rather than ellipse)
//this speeds things up considerably
var steps = 0;
var remainingT = 1;
var velSeg = vec3.clone(t.vel);
var posSeg = vec3.clone(t.pos);
var ignoreList = [];
while (steps++ < 10 && remainingT > 0.01) {
var result = lsc.raycast(posSeg, velSeg, scene, 0.05, ignoreList);
if (result != null) {
if (t.controller.colResponse && !t.held) t.controller.colResponse(posSeg, velSeg, result, ignoreList)
else colResponse(posSeg, velSeg, result, ignoreList)
remainingT -= result.t;
if (remainingT > 0.01) {
velSeg = vec3.scale(velSeg, t.vel, remainingT);
}
} else {
vec3.add(posSeg, posSeg, velSeg);
remainingT = 0;
}
}
t.pos = posSeg;
}
function draw(mvMatrix, pMatrix) {
if (t.holdTime > 7) return;
if (t.deadTimer > 0) nitroRender.setColMult([1, 1, 1, 1-(t.deadTimer/deadTimerLength)]); //fade out
if (t.controller.draw) {
t.controller.draw(mvMatrix, pMatrix);
} else {
var mat = mat4.translate(mat4.create(), mvMatrix, vec3.add(vec3.create(), t.pos, [0, t.colRadius * t.xyScale[1], 0]));
spritify(mat);
var scale = 6*t.colRadius * (1 - t.holdTime/7);
mat4.scale(mat, mat, [scale, scale, scale]);
var mdl = scene.gameRes.items[type];
//apply our custom mat (in sprite space), if it exists
//used for destruction animation, scaling
if (t.sprMat) {
var oldMat = mdl.baseMat;
mdl.setBaseMat(t.sprMat);
mdl.draw(mat, pMatrix);
mdl.setBaseMat(oldMat);
} else {
mdl.draw(mat, pMatrix);
}
}
if (t.deadTimer > 0) nitroRender.setColMult([1, 1, 1, 1]);
}
var spritify = function(mat, scale) {
var scale = (scale == null)?Math.sqrt(mat[0]*mat[0]+mat[1]*mat[1]+mat[2]*mat[2]):scale;
mat[0]=scale; mat[1]=0; mat[2]=0;
mat[4]=0; mat[5]=scale; mat[6]=0;
mat[8]=0; mat[9]=0; mat[10]=scale;
}
function colResponse(pos, pvel, dat, ignoreList) {
var plane = dat.plane;
var colType = (plane.CollisionType>>8)&31;
vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t));
var n = dat.normal;
vec3.normalize(n, n);
var adjustPos = true;
if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
//normally, item collision with a wall cause a perfect reflection of the velocity.
var proj = vec3.dot(t.vel, n) * 2;
vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
t.safeKart = null;
} else if (colType == MKDS_COLTYPE.OOB || colType == MKDS_COLTYPE.FALL) {
if (t.deadTimer == 0) t.deadTimer++;
} else if (MKDS_COLTYPE.GROUP_ROAD.indexOf(colType) != -1) {
//sliding plane
var bounce = t.held ? 0 : t.floorBounce;
var proj = vec3.dot(t.vel, n) * (1 + bounce);
vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
if (!t.held && (t.floorBounce == 0 || Math.abs(proj) < t.minBounceVel)) {
t.vel[0] = 0;
t.vel[1] = 0;
t.vel[2] = 0;
t.enablePhysics = false;
if (t.groundTime == 0) {
t.groundTime = 1;
if (t.controller.onRest) {
t.controller.onRest(n);
}
}
}
t.stuckTo = dat.object;
} else {
adjustPos = false;
ignoreList.push(plane);
}
if (adjustPos) { //move back from plane slightly
vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove));
}
}
}