mkjs/code/entities/shell.js

118 lines
3.4 KiB
JavaScript

//
// shell.js
//--------------------
// Entity type for shells. (green)
// by RHY3756547
//
// includes: gl-matrix.js (glMatrix 2.0)
// /formats/kcl.js
//
window.GreenShell = function(scene, owner, time, itemID, cliID, params) {
var t = this;
var minimumMove = 0.01;
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.angle = owner.angle;
this.speed = 10;
this.yvel = 0;
this.update = update;
this.draw = draw;
function update(scene) {
t.vel = [Math.sin(t.angle)*t.speed, t.yvel, -Math.cos(t.angle)*t.speed]
vec3.add(t.vel, t.vel, t.gravity);
//simple point move.
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.kcl, 0.05, ignoreList);
if (result != null) {
colResponse(posSeg, velSeg, result, ignoreList)
remainingT -= result.t;
if (remainingT > 0.01) {
velSeg = vec3.scale(vec3.create(), t.vel, remainingT);
}
} else {
vec3.add(posSeg, posSeg, velSeg);
remainingT = 0;
}
}
t.pos = posSeg;
t.yvel = t.vel[1];
}
function draw(mvMatrix, pMatrix) {
var mat = mat4.translate(mat4.create(), mvMatrix, vec3.add(vec3.create(), t.pos, [0, 3, 0]));
spritify(mat);
mat4.scale(mat, mat, [16, 16, 16]);
scene.gameRes.items.koura_g.draw(mat, pMatrix);
}
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 gravS = Math.sqrt(vec3.dot(t.gravity, t.gravity));
var angle = Math.acos(vec3.dot(vec3.scale(vec3.create(), t.gravity, -1/gravS), n));
var adjustPos = true
if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
//shell reflection code - slide y vel across plane, bounce on xz
vec3.add(t.vel, vec3.scale(vec3.create(), n, -2*(vec3.dot(t.vel, n)/vec3.dot(n,n))), t.vel);
t.vel[1] = 0;
var v = t.vel;
t.angle = Math.atan2(v[0], -v[2]);
} else if (MKDS_COLTYPE.GROUP_ROAD.indexOf(colType) != -1) {
//sliding plane
var proj = vec3.dot(t.vel, n);
vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
} else {
adjustPos = false;
ignoreList.push(plane);
}
var rVelMag = Math.sqrt(vec3.dot(t.vel, t.vel));
vec3.scale(t.vel, t.vel, t.speed/rVelMag); //force speed to shell speed for green shells.
//vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove)); //move away from plane slightly
if (adjustPos) { //move back from plane slightly
vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove));
/*
var velMag = Math.sqrt(vec3.dot(pvel, pvel));
if (velMag*dat.t > minimumMove) {
vec3.sub(pos, pos, vec3.scale(vec3.create(), pvel, minimumMove/velMag)); //move back slightly after moving
} else {
vec3.sub(pos, pos, vec3.scale(vec3.create(), pvel, dat.t)); //if we're already too close undo the movement.
}
*/
}
}
}