pilot wave damage fix, block colliison rewrite
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46
js/engine.js
46
js/engine.js
@@ -95,19 +95,21 @@ function collisionChecks(event) {
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}
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}
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function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
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function collidePlayer(obj) {
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//player dmg from hitting a body
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if (
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obj.classType === "body" &&
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obj.speed > speedThreshold &&
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obj.mass > massThreshold &&
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(obj.velocity.y > 0 || player.velocity.y > 0)
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) {
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const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
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if (v > speedThreshold && mech.collisionImmuneCycle < mech.cycle) {
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if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle) {
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const velocityThreshold = 13
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if (player.position.y > obj.position.y) { //block is above the player look at total momentum difference
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const velocityDiffMag = Vector.magnitude(Vector.sub(player.velocity, obj.velocity))
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if (velocityDiffMag > velocityThreshold) hit(velocityDiffMag - velocityThreshold)
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} else { //block is below player only look at horizontal momentum difference
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const velocityDiffMagX = Math.abs(obj.velocity.x - player.velocity.x)
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if (velocityDiffMagX > velocityThreshold) hit(velocityDiffMagX - velocityThreshold)
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}
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function hit(dmg) {
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mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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dmg = Math.min(Math.max(Math.sqrt(dmg) * obj.mass * 0.01, 0.02), 0.15);
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mech.damage(dmg);
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game.drawList.push({ //add dmg to draw queue
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x: pairs[i].activeContacts[0].vertex.x,
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@@ -116,11 +118,31 @@ function collisionChecks(event) {
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color: game.mobDmgColor,
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time: game.drawTime
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});
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return;
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}
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}
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}
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// function collidePlayer(obj, speedThreshold = 12, massThreshold = 2) {
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// //player dmg from hitting a body
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// if (obj.classType === "body" && mech.collisionImmuneCycle < mech.cycle && obj.speed > speedThreshold && obj.mass > massThreshold) {
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// const v = Vector.magnitude(Vector.sub(player.velocity, obj.velocity));
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// if ((Math.abs(obj.velocity.x - player.velocity.x) > speedThreshold) || (player.position.y > obj.position.y && v > speedThreshold)) {
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// mech.collisionImmuneCycle = mech.cycle + b.modCollisionImmuneCycles; //player is immune to collision damage for 30 cycles
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// let dmg = Math.sqrt((v - speedThreshold + 0.1) * (obj.mass - massThreshold)) * 0.01;
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// dmg = Math.min(Math.max(dmg, 0.02), 0.15);
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// mech.damage(dmg);
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// game.drawList.push({ //add dmg to draw queue
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// x: pairs[i].activeContacts[0].vertex.x,
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// y: pairs[i].activeContacts[0].vertex.y,
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// radius: dmg * 500,
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// color: game.mobDmgColor,
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// time: game.drawTime
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// });
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// return;
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// }
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// }
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// }
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//mob + (player,bullet,body) collisions
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for (let k = 0; k < mob.length; k++) {
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if (mob[k].alive && mech.alive) {
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