118 lines
3.4 KiB
JavaScript
118 lines
3.4 KiB
JavaScript
//
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// shell.js
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//--------------------
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// Entity type for shells. (green)
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// by RHY3756547
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//
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// includes: gl-matrix.js (glMatrix 2.0)
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// /formats/kcl.js
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//
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window.GreenShell = function(scene, owner, time, itemID, cliID, params) {
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var t = this;
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var minimumMove = 0.01;
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this.pos = vec3.transformMat4([], [0, (-owner.params.colRadius)+1, 16], owner.mat);
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this.vel = vec3.create();
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this.gravity = [0, -0.17, 0]; //100% confirmed by me messing around with the gravity value in mkds
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this.angle = owner.angle;
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this.speed = 10;
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this.yvel = 0;
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this.update = update;
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this.draw = draw;
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function update(scene) {
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t.vel = [Math.sin(t.angle)*t.speed, t.yvel, -Math.cos(t.angle)*t.speed]
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vec3.add(t.vel, t.vel, t.gravity);
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//simple point move.
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var steps = 0;
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var remainingT = 1;
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var velSeg = vec3.clone(t.vel);
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var posSeg = vec3.clone(t.pos);
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var ignoreList = [];
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while (steps++ < 10 && remainingT > 0.01) {
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var result = lsc.raycast(posSeg, velSeg, scene.kcl, 0.05, ignoreList);
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if (result != null) {
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colResponse(posSeg, velSeg, result, ignoreList)
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remainingT -= result.t;
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if (remainingT > 0.01) {
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velSeg = vec3.scale(vec3.create(), t.vel, remainingT);
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}
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} else {
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vec3.add(posSeg, posSeg, velSeg);
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remainingT = 0;
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}
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}
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t.pos = posSeg;
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t.yvel = t.vel[1];
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}
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function draw(mvMatrix, pMatrix) {
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var mat = mat4.translate(mat4.create(), mvMatrix, vec3.add(vec3.create(), t.pos, [0, 3, 0]));
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spritify(mat);
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mat4.scale(mat, mat, [16, 16, 16]);
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scene.gameRes.items.koura_g.draw(mat, pMatrix);
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}
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var spritify = function(mat, scale) {
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var scale = (scale == null)?Math.sqrt(mat[0]*mat[0]+mat[1]*mat[1]+mat[2]*mat[2]):scale;
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mat[0]=scale; mat[1]=0; mat[2]=0;
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mat[4]=0; mat[5]=scale; mat[6]=0;
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mat[8]=0; mat[9]=0; mat[10]=scale;
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}
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function colResponse(pos, pvel, dat, ignoreList) {
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var plane = dat.plane;
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var colType = (plane.CollisionType>>8)&31;
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vec3.add(pos, pos, vec3.scale(vec3.create(), pvel, dat.t));
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var n = dat.normal;
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vec3.normalize(n, n);
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var gravS = Math.sqrt(vec3.dot(t.gravity, t.gravity));
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var angle = Math.acos(vec3.dot(vec3.scale(vec3.create(), t.gravity, -1/gravS), n));
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var adjustPos = true
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if (MKDS_COLTYPE.GROUP_WALL.indexOf(colType) != -1) { //wall
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//shell reflection code - slide y vel across plane, bounce on xz
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vec3.add(t.vel, vec3.scale(vec3.create(), n, -2*(vec3.dot(t.vel, n)/vec3.dot(n,n))), t.vel);
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t.vel[1] = 0;
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var v = t.vel;
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t.angle = Math.atan2(v[0], -v[2]);
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} else if (MKDS_COLTYPE.GROUP_ROAD.indexOf(colType) != -1) {
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//sliding plane
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var proj = vec3.dot(t.vel, n);
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vec3.sub(t.vel, t.vel, vec3.scale(vec3.create(), n, proj));
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} else {
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adjustPos = false;
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ignoreList.push(plane);
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}
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var rVelMag = Math.sqrt(vec3.dot(t.vel, t.vel));
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vec3.scale(t.vel, t.vel, t.speed/rVelMag); //force speed to shell speed for green shells.
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//vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove)); //move away from plane slightly
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if (adjustPos) { //move back from plane slightly
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vec3.add(pos, pos, vec3.scale(vec3.create(), n, minimumMove));
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/*
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var velMag = Math.sqrt(vec3.dot(pvel, pvel));
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if (velMag*dat.t > minimumMove) {
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vec3.sub(pos, pos, vec3.scale(vec3.create(), pvel, minimumMove/velMag)); //move back slightly after moving
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} else {
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vec3.sub(pos, pos, vec3.scale(vec3.create(), pvel, dat.t)); //if we're already too close undo the movement.
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}
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*/
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}
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}
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} |