velocity based movement

main
koehr 6 years ago
parent 2bd5838065
commit 76f6f2f9d5

@ -1,20 +1,23 @@
<template>
<div id="field">
<input v-keep-focussed type="text"
@keydown.down="goDown($event)"
@keydown.up="goUp($event)"
@keydown.right="goRight($event)"
@keydown.left="goLeft($event)"
@keydown.space="jump($event)"
@keydown.up="player_push_y = -8"
@keydown.down="player_push_y = 8"
@keydown.right="player_push_x = 8"
@keydown.left="player_push_x = -8"
@keyup.up="player_push_y = 0"
@keyup.down="player_push_y = 0"
@keyup.right="player_push_x = 0"
@keyup.left="player_push_x = 0"
/>
<mountain-background :x="x + 65536" />
<div id="wrap" :style="{transform: `translate(${translate_x}px, ${translate_y}px)`}">
<template v-for="(row, y) in rows">
<div v-for="(block, x) in row" class="block" :class="[block.type]" :data-x="x" :data-y="y" />
<mountain-background :x="128 + x / 8" />
<div id="wrap" :style="{transform: `translate(${tx}px, ${ty}px)`}">
<template v-for="row in rows">
<div v-for="block in row" class="block" :class="[block.type]" />
</template>
</div>
<div id="player" :class="[player_direction]" :data-x="player_x" :data-y="player_y" />
<div id="level-indicator">x:{{ x }}, y:{{ y }}</div>
<div id="level-indicator">x:{{ floorX }}, y:{{ floorY }}</div>
</div>
</template>
@ -24,12 +27,11 @@ import Level from './level'
import MountainBackground from './Background'
const BLOCK_SIZE = 32
const WIDTH = 32
const HEIGHT = 32
const PLAYER_X = ~~(WIDTH / 2) + 1
const PLAYER_Y = HEIGHT - 15
const RECIPROCAL = 1 / BLOCK_SIZE
const PLAYER_X = ~~(BLOCK_SIZE / 2) + 1
const PLAYER_Y = BLOCK_SIZE - 15
const PLAYER_MAX_VELOCITY = 32
const level = new Level(WIDTH + 2, HEIGHT + 2)
const level = new Level(BLOCK_SIZE + 2, BLOCK_SIZE + 2)
export default {
name: 'field',
@ -38,111 +40,64 @@ export default {
return {
x: 0,
y: 0,
// transform: translate(x,y); max 32px, then this.x++ / this.y++
translate_x: 0,
translate_y: 0,
player_x: PLAYER_X,
player_y: PLAYER_Y,
player_direction: 'left',
player_push_x: 0,
player_push_y: 0,
player_velocity_x: 0,
player_velocity_y: 0,
drag: 1
moving: false
}
},
mounted () {
this.mindTheGap()
this.player_velocity_y = 8
this.move()
},
watch: {
player_velocity_x: throttle(function (v) {
if (!v) return // zero velocity is not interesting
// calculate with positive values but remember negative velocity
const sign = v < 0 ? -1 : 1
v *= sign
if (v > 8) v = 8
v -= this.drag
if (v < 0) v = 0
else v *= sign // back to original sign
this.player_velocity_x = v
this.translate_x += v
console.log(v)
}, 100),
translate_x (tx) {
this.x += Math.floor(tx / BLOCK_SIZE)
this.translate_x = tx % BLOCK_SIZE
player_push_x (px) {
if (px === 0) this.player_velocity_x = 0
else this.player_velocity_x = px
},
player_velocity_y (velocity_y) {
//if (!velocity_y) return // zero velocity is not interesting
return // TODO
if (velocity_y < 0) {
if (!this.blockBelowPlayer.walkable) this.player_velocity_y = 0
else if (this.translate_y > -BLOCK_SIZE) this.translate_y += velocity_y
else {
this.translate_y = 0
this.y++
}
} else {
if (!this.blockAbovePlayer.walkable) this.player_velocity_y = 0
else if (this.translate_y < BLOCK_SIZE) this.translate_y += velocity_y
}
player_push_y (py) {
if (py === 0) this.player_velocity_y = 8
else this.player_velocity_y = py
}
},
computed: {
rows () {
return level.grid(this.x, this.y)
},
blockAtPlayer () {
return this.rows[PLAYER_Y][PLAYER_X]
},
blockLeftOfPlayer () {
return this.rows[PLAYER_Y][PLAYER_X - 1]
},
blockRightOfPlayer () {
return this.rows[PLAYER_Y][PLAYER_X + 1]
},
blockAbovePlayer () {
return this.rows[PLAYER_Y - 1][PLAYER_X]
},
blockBelowPlayer () {
return this.rows[PLAYER_Y + 1][PLAYER_X]
}
blockAtPlayer () { return this.rows[PLAYER_Y][PLAYER_X] },
blockLeftOfPlayer () { return this.rows[PLAYER_Y][PLAYER_X - 1] },
blockRightOfPlayer () { return this.rows[PLAYER_Y][PLAYER_X + 1] },
blockAbovePlayer () { return this.rows[PLAYER_Y - 1][PLAYER_X] },
blockBelowPlayer () { return this.rows[PLAYER_Y + 1][PLAYER_X] },
blockedUp () { return this.cornerY && !this.blockAbovePlayer.walkable },
blockedDown () { return this.cornerY && !this.blockBelowPlayer.walkable },
blockedLeft () { return this.cornerX && !this.blockLeftOfPlayer.walkable },
blockedRight () { return this.cornerX && !this.blockRightOfPlayer.walkable },
cornerX () { return this.x === ~~this.x }, // cornering a block
cornerY () { return this.y === ~~this.y },
floorX () { return Math.floor(this.x) },
floorY () { return Math.floor(this.y) },
tx () { return (this.x - this.floorX) * -BLOCK_SIZE },
ty () { return (this.y - this.floorY) * -BLOCK_SIZE },
rows () { return level.grid(this.floorX, this.floorY) }
},
methods: {
goDown (ev) {
// TODO: this.player_direction = 'down'
if (this.blockBelowPlayer.walkable) this.player_velocity_y -= 8
this.mindTheGap()
move () {
const x = this.x
const y = this.y
let vx = this.player_velocity_x * RECIPROCAL
let vy = this.player_velocity_y * RECIPROCAL
if (vx > 0 && this.blockedRight) vx = 0
if (vx < 0 && this.blockedLeft) vx = 0
if (vy > 0 && this.blockedDown) vy = 0
if (vy < 0 && this.blockedUp) vy = 0
this.x += vx
this.y += vy
this.moving = setTimeout(() => this.move(), 50)
},
goUp (ev) {
// TODO: this.player_direction = 'up'
if (this.blockAtPlayer.climbable) this.player_velocity_y += 8
},
goRight: throttle(function (ev) {
if (this.blockRightOfPlayer.walkable) {
this.player_velocity_x -= 4
}
}, 10),
goLeft: throttle(function (ev) {
if (this.blockLeftOfPlayer.walkable) {
this.player_velocity_x += 4
}
}, 10),
jump (ev) {
if (this.blockAbovePlayer.walkable) {
this.player_velocity_y += 64
this.mindTheGap()
}
},
mindTheGap () {
const below = this.blockBelowPlayer
if (below.walkable && !below.climbable) {
this.player_velocity_y -= 8
}
}
}
}
</script>

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