calculates CSS values from constants and simplifies movement calculation

main
koehr 5 years ago
parent 3ead03ef72
commit 7c6e716875

@ -1,12 +1,16 @@
<template>
<div id="field" :class="daytimeClass">
<input v-keep-focussed type="text"
@keydown.up="jump = jump || !blocked.below ? jump : 20"
@keydown.right="player_velocity_x = 8"
@keydown.left="player_velocity_x = -8"
@keyup.right="player_velocity_x = 0"
@keyup.left="player_velocity_x = 0"
@keydown.up="jump = jump || !blocked.down ? jump : 20"
@keydown.down="moveTo = 'down'"
@keydown.right="moveTo = 'right'"
@keydown.left="moveTo = 'left'"
@keyup.down="moveTo = null"
@keyup.right="moveTo = null"
@keyup.left="moveTo = null"
@keypress.p="togglePause"
@keydown.space="digging = true"
@keyup.space="digging = false"
/>
<mountain-background :x="128 + x / 8" :time="time" />
<div id="wrap" :style="{transform: `translate(${tx}px, ${ty}px)`}">
@ -14,7 +18,7 @@
<div v-for="(block, x) in row" class="block" :class="[block.type]" />
</template>
</div>
<div id="player" :class="[player_direction]" />
<div id="player" :class="[playerDirection]" />
<div id="level-indicator">
x:{{ floorX }}, y:{{ floorY }}
<template v-if="moving !== false">({{clock}})</template>
@ -26,7 +30,6 @@
<script>
// import throttle from 'lodash/throttle'
import Level from './level'
import Player from './player'
import MountainBackground from './Background'
const BLOCK_SIZE = 32
@ -43,10 +46,12 @@ export default {
return {
x: 0,
y: 0,
player_direction: 'left',
player_velocity_x: 0,
player_velocity_y: 8,
playerDirection: 'left',
playerVelocityX: 0,
playerVelocityY: 8,
moveTo: null,
jump: 0,
digging: false,
gravity: 8.0 / 20,
moving: false,
time: 250
@ -63,20 +68,20 @@ export default {
const at = this.rows[py][px]
const left = this.rows[py][px]
const right = this.rows[py][px + 1]
const above = this.rows[py - 1][px] || at
const below = this.rows[py + 1][px]
const up = this.rows[py - 1][px] || at
const down = this.rows[py + 1][px]
return { at, left, right, above, below }
return { at, left, right, up, down }
},
blocked () {
const { at, left, right, above, below } = this.surroundings
const { at, left, right, up, down } = this.surroundings
return {
at: !at.walkable,
left: !left.walkable,
right: !right.walkable,
above: !above.walkable,
below: !below.walkable
up: !up.walkable,
down: !down.walkable
}
},
floorX () { return Math.floor(this.x) },
@ -112,26 +117,50 @@ export default {
const x = this.x
const y = this.y
if (this.moveTo !== null) this.playerDirection = this.moveTo
if (this.moveTo === 'right') {
this.playerVelocityX = 8
} else if (this.moveTo === 'left') {
this.playerVelocityX = -8
} else {
this.playerVelocityX = 0
}
// this.player_velocity_y += this.gravity
let vx = this.player_velocity_x * RECIPROCAL
let vy = (this.player_velocity_y - this.jump) * RECIPROCAL
let dx = this.playerVelocityX * RECIPROCAL
let dy = (this.playerVelocityY - this.jump) * RECIPROCAL
if (this.jump > 0) this.jump -= 2
// change player graphic according to direction
if (vx < 0) this.player_direction = 'left'
if (vx > 0) this.player_direction = 'right'
// don't walk / fall into blocks
if (vx > 0 && this.blocked.right) vx = 0
if (vx < 0 && this.blocked.left) vx = 0
if (vy > 0 && this.blocked.below) vy = 0
if (vy < 0 && this.blocked.above) vy = 0
if (dx > 0 && this.blocked.right) dx = 0
if (dx < 0 && this.blocked.left) dx = 0
if (dy > 0 && this.blocked.down) dy = 0
if (dy < 0 && this.blocked.up) dy = 0
// don't walk, work!
if (!this.jump && this.digging) {
dx = 0
this.dig()
}
this.x += vx
this.y += vy
this.x += dx
this.y += dy
this.moving = setTimeout(() => this.move(), 64) // roughly every 4 frames
},
dig () {
console.log('dig', this.playerDirection, this.surroundings[this.playerDirection])
// lets not bother with invincible blocks (like air or cave)
if (this.surroundings[this.playerDirection].hp >= Infinity) return
const px = this.floorX + PLAYER_X
const py = this.floorY + PLAYER_Y
const block = {...this.surroundings[this.playerDirection]}
block.hp--
level.change(py, px, block)
},
togglePause () {
if (this.moving === false) { // is paused
this.moving = true // avoid (unlikely) race condition
@ -147,6 +176,13 @@ export default {
<style src="./assets/field.css" />
<style>
:root {
--block-size: 32px;
--field-width: 1024px;
--field-height: 1024px;
--spare-blocks: 2;
}
#level-indicator {
position: absolute;
top: 0;
@ -155,8 +191,8 @@ export default {
}
#player {
position: absolute;
left: calc(32px * 16);
top: calc(32px * 16);
left: calc(var(--field-width) / 2);
top: calc(var(--field-height) / 2);
background-image: url(./assets/dwarf_right.png);
}
#player.right { background-image: url(./assets/dwarf_right.png); }
@ -165,8 +201,8 @@ export default {
#player.down { background-image: url(./assets/dwarf_back.png); }
#player, .block {
flex: 0 0 auto;
width: 32px;
height: 32px;
width: var(--block-size);
height: var(--block-size);
background-color: transparent;
background-size: cover;
background-position: center;
@ -174,12 +210,11 @@ export default {
}
#wrap {
position: absolute;
top: -32px;
left: -32px;
width: 1088px;
height: 1088px;
top: calc(var(--block-size) * (var(--spare-blocks) / -2));
left: calc(var(--block-size) * (var(--spare-blocks) / -2));
width: calc(var(--field-width) + var(--spare-blocks) * var(--block-size));
height: calc(var(--field-height) + var(--spare-blocks) * var(--block-size));
display: flex;
flex-flow: row wrap;
}
.left-of-player, .right-of-player, .below-player { outline: 2px solid #FFF5; }
</style>

@ -1,7 +1,7 @@
#field {
position: relative;
width: 1024px;
height: 1024px;
width: var(--field-width);
height: var(--field-height);
margin: auto;
overflow: hidden;
background-color: #56F;

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