another attempt to fix crouch bug

added a crouch check to prevent move the head when it's already out of position
also using setPosition to move player head instead of translate
This commit is contained in:
landgreen
2020-12-22 14:53:12 -08:00
parent 60e59a858a
commit b2fff5274a
6 changed files with 137 additions and 77 deletions

View File

@@ -7,14 +7,14 @@ const mech = {
//load player in matter.js physic engine
// let vector = Vertices.fromPath("0 40 50 40 50 115 0 115 30 130 20 130"); //player as a series of vertices
let vertices = Vertices.fromPath("0,40, 50,40, 50,115, 30,130, 20,130, 0,115, 0,40"); //player as a series of vertices
playerBody = Matter.Bodies.fromVertices(0, 0, vertices);
playerBody = Bodies.fromVertices(0, 0, vertices);
jumpSensor = Bodies.rectangle(0, 46, 36, 6, {
//this sensor check if the player is on the ground to enable jumping
sleepThreshold: 99999999999,
isSensor: true
});
vertices = Vertices.fromPath("16 -82 2 -66 2 -37 43 -37 43 -66 30 -82");
playerHead = Matter.Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
playerHead = Bodies.fromVertices(0, -55, vertices); //this part of the player lowers on crouch
headSensor = Bodies.rectangle(0, -57, 48, 45, {
//senses if the player's head is empty and can return after crouching
sleepThreshold: 99999999999,
@@ -172,6 +172,7 @@ const mech = {
angle: mech.angle,
health: mech.health,
energy: mech.energy,
activeGun: b.activeGun
});
// const back = 59 // 59 looks at 1 second ago //29 looks at 1/2 a second ago
// historyIndex = (mech.cycle - back) % 60
@@ -198,20 +199,53 @@ const mech = {
if (!mech.crouch) {
mech.crouch = true;
mech.yOffGoal = mech.yOffWhen.crouch;
Matter.Body.translate(playerHead, {
x: 0,
y: 40
});
if ((playerHead.position.y - player.position.y) < 0) {
Matter.Body.setPosition(playerHead, {
x: player.position.x,
y: player.position.y + 9.1740767
})
// Matter.Body.translate(playerHead, {
// x: 0,
// y: 40
// });
}
// playerHead.collisionFilter.group = -1
// playerHead.collisionFilter.category = 0
// playerHead.collisionFilter.mask = -1
// playerHead.isSensor = true; //works, but has a 2 second lag...
// collisionFilter: {
// group: 0,
// category: cat.player,
// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
// },
}
},
undoCrouch() {
if (mech.crouch) {
mech.crouch = false;
mech.yOffGoal = mech.yOffWhen.stand;
Matter.Body.translate(playerHead, {
x: 0,
y: -40
});
if ((playerHead.position.y - player.position.y) > 0) {
Matter.Body.setPosition(playerHead, {
x: player.position.x,
y: player.position.y - 30.28592321
})
// Matter.Body.translate(playerHead, {
// x: 0,
// y: -40
// });
}
// playerHead.collisionFilter = {
// group: 0,
// category: cat.player,
// mask: cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
// }
// playerHead.isSensor = false;
// playerHead.collisionFilter.category = cat.player
// playerHead.collisionFilter.mask = cat.body | cat.map | cat.mob | cat.mobBullet | cat.mobShield
}
},
hardLandCD: 0,
@@ -498,6 +532,12 @@ const mech = {
let history = mech.history[(mech.cycle - steps) % 600]
Matter.Body.setPosition(player, history.position);
Matter.Body.setVelocity(player, { x: history.velocity.x, y: history.velocity.y });
b.activeGun = history.activeGun
for (let i = 0; i < b.inventory.length; i++) {
if (b.inventory[i] === b.activeGun) b.inventoryGun = i
}
game.updateGunHUD();
game.boldActiveGunHUD();
// move bots to follow player
for (let i = 0; i < bullet.length; i++) {
if (bullet[i].botType) {