velocity based movement

This commit is contained in:
koehr 2018-05-04 00:48:34 +02:00
parent 2bd5838065
commit 76f6f2f9d5

View file

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