sort of fixing collision detection
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c72aca0a57
commit
dafc21cd2b
2 changed files with 47 additions and 93 deletions
56
entities.js
56
entities.js
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@ -23,16 +23,17 @@ function Block(lane, color, distFromHex, settled) {
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this.distFromHex = distFromHex;
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}
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else {
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this.distFromHex = 300;
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this.distFromHex = 470;
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}
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this.draw = function() {
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this.width = 2 * this.distFromHex / Math.sqrt(3) + this.height;
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this.width = 2 * this.distFromHex / Math.sqrt(3);
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this.widthswag = this.width + this.height + 5;
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var p1 = rotatePoint(-this.width/2, this.height/2, this.angle);
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var p2 = rotatePoint(this.width/2, this.height/2, this.angle);
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var p3 = rotatePoint(this.width/2, -this.height/2, this.angle);
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var p4 = rotatePoint(-this.width/2, -this.height/2, this.angle);
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var p3 = rotatePoint(this.widthswag/2, -this.height/2, this.angle);
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var p4 = rotatePoint(-this.widthswag/2, -this.height/2, this.angle);
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ctx.fillStyle="#FF0000";
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ctx.fillStyle=this.color;
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var baseX = canvas.width/2 + Math.sin((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
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var baseY = canvas.height/2 - Math.cos((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
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@ -45,6 +46,7 @@ function Block(lane, color, distFromHex, settled) {
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ctx.closePath();
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ctx.fill();
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};
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}
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var Clock = function(sideLength) {
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@ -64,22 +66,29 @@ var Clock = function(sideLength) {
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this.addBlock = function(block) {
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block.settled = 1;
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var lane = 0;
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lane += this.position + block.lane;
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lane = lane % this.sides;
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lane += this.position - block.lane;
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while(lane < 0) {
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lane = lane + this.sides;
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}
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lane = lane % this.sides;
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block.distFromHex = MainClock.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length;
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this.blocks[lane].push(block);
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// consolidateBlocks(this,lane,this.blocks.length-1);
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};
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this.doesBlockCollide = function(block, iter, index) {
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this.doesBlockCollide = function(block, iter) {
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if (block.settled) return;
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var arr = this.blocks[(block.lane + this.position % this.sides) % this.sides];
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var thisIn = index === undefined ? arr.length - 1 : index - 1;
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var lane = block.lane - this.position;
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while (lane < 0) {
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lane += 6;
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}
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lane = lane % this.sides;
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var arr = this.blocks[lane];
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if (arr.length > 0) {
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if (block.distFromHex + iter - arr[thisIn].distFromHex - arr[thisIn].height <= 0) {
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if (block.distFromHex + iter - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) {
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this.addBlock(block);
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}
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}
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@ -93,22 +102,19 @@ var Clock = function(sideLength) {
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};
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this.rotate = function(steps) {
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var oldPosition = this.position;
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this.position += steps;
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while (this.position < 0) {
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this.position += 6;
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}
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this.position = this.position % this.sides;
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while(this.position < 0) {
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this.position = this.position + this.sides;
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}
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for(var i=0; i<this.blocks.length; i++) {
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for(var j=0; j<this.blocks[i].length; j++) {
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this.blocks[i][j].lane += (this.position - oldPosition);
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this.blocks[i][j].lane = this.blocks[i][j].lane % this.sides;
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while(this.blocks[i][j].lane < 0) {
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this.blocks[i][j].lane += this.sides;
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}
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}
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}
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this.angle = 30 + this.position * 60;
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this.blocks.forEach(function(blocks){
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blocks.forEach(function(block){
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block.angle = block.angle - steps * 60;
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});
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})
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this.angle = this.angle + steps * 60;
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};
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this.draw = function() {
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84
main.js
84
main.js
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@ -1,6 +1,5 @@
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var canvas = document.getElementById('canvas');
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var ctx = canvas.getContext('2d');
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ct = 0;
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window.requestAnimFrame = (function(){
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return window.requestAnimationFrame ||
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window.webkitRequestAnimationFrame ||
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@ -24,38 +23,38 @@ var colors = ["green", "red"];
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function Render() {
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var now = Date.now();
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if(now - lastGen > nextGen) {
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blocks.push(new Block(randInt(0, 5), colors[randInt(0, colors.length-1)]));
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if (doRand) {
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blocks.push(new Block(randInt(0, 6), colors[randInt(0, colors.length-1)]));
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}
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lastGen = Date.now();
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nextGen = randInt(500, 1500);
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}
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ctx.clearRect(0, 0, canvas.width, canvas.height);
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var objectsToRemove = [];
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MainClock.blocks.forEach(function(hexBlocks){
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for (var i = 0; i < hexBlocks.length; i++) {
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MainClock.doesBlockCollide(hexBlocks[i], iter, i);
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if (!hexBlocks[i].settled) {
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hexBlocks[i].distFromHex -= iter;
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}
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hexBlocks[i].draw();
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var i;
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for (i in MainClock.blocks) {
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for (var j = 0; j < MainClock.blocks[i].length; j++) {
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var block = MainClock.blocks[i][j];
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MainClock.doesBlockCollide(block, iter);
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block.draw();
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}
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});
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}
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for (var i in blocks) {
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for (i in blocks) {
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MainClock.doesBlockCollide(blocks[i], iter);
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if (!blocks[i].settled) {
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blocks[i].distFromHex -= iter;
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} else {
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objectsToRemove.push(blocks[i]);
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}
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else {
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objectsToRemove.push(i);
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}
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blocks[i].draw();
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}
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objectsToRemove.forEach(function(o){
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blocks.splice(o,1);
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blocks.splice(o, 1);
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});
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ct++;
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MainClock.draw();
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}
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@ -79,55 +78,4 @@ function drawPolygon(x, y, sides, radius, theta) {
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ctx.closePath();
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ctx.fill();
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ctx.stroke();
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}
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function Block(lane, color, distFromHex, settled) {
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this.settled = (settled == undefined) ? 0 : 1;
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this.height = 20;
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this.width = 65;
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this.lane = lane;
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this.angle = 90 - (30 + 60 * lane);
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if (this.angle < 0) {
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this.angle += 360;
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}
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this.color = color;
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if (distFromHex) {
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this.distFromHex = distFromHex;
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}
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else {
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this.distFromHex = 300;
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}
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this.draw = function() {
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this.angle = 90 - (30 + 60 * this.lane);
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this.width = 2 * this.distFromHex / Math.sqrt(3);
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this.widthswag = this.width + this.height + 5;
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var p1 = rotatePoint(-this.width/2, this.height/2, this.angle);
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var p2 = rotatePoint(this.width/2, this.height/2, this.angle);
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var p3 = rotatePoint(this.widthswag/2, -this.height/2, this.angle);
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var p4 = rotatePoint(-this.widthswag/2, -this.height/2, this.angle);
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ctx.fillStyle=this.color;
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var baseX = canvas.width/2 + Math.sin((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
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var baseY = canvas.height/2 - Math.cos((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height/2);
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ctx.beginPath();
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ctx.moveTo(Math.round(baseX + p1.x), Math.round(baseY + p1.y));
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ctx.lineTo(Math.round(baseX + p2.x), Math.round(baseY + p2.y));
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ctx.lineTo(Math.round(baseX + p3.x), Math.round(baseY + p3.y));
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ctx.lineTo(Math.round(baseX + p4.x), Math.round(baseY + p4.y));
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ctx.lineTo(Math.round(baseX + p1.x), Math.round(baseY + p1.y));
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ctx.closePath();
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ctx.fill();
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// ctx.strokeStyle = '#322'
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// ctx.beginPath();
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// ctx.moveTo(canvas.width/2, canvas.height/2);
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// ctx.lineTo(canvas.width/2 + Math.sin((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height), canvas.height/2 - Math.cos((this.angle) * (Math.PI/180)) * (this.distFromHex + this.height));
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// ctx.closePath();
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// ctx.stroke();
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};
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}
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}
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