refactor: shots

This commit is contained in:
cha0s 2024-10-19 04:31:11 -05:00
parent 6c815e7749
commit a8d32e2b01
6 changed files with 70 additions and 66 deletions

View File

@ -0,0 +1,20 @@
import Component from '@/ecs/component.js';
export default class Arbitrary extends Component {
instanceFromSchema() {
return class ArbitraryInstance extends super.instanceFromSchema() {
bag = {};
toFullJSON() {
return {
blob: JSON.stringify(this.bag),
};
}
};
}
load(instance) {
instance.bag = JSON.parse(instance.blob);
}
static properties = {
blob: {type: 'string'},
};
}

View File

@ -8,6 +8,7 @@ export default class Behaving extends Component {
tick(elapsed) {
const routine = this.$$routineInstances[this.currentRoutine];
if (routine) {
routine.locals.ecs = ecs;
routine.locals.entity = ecs.get(this.entity);
routine.tick(elapsed);
}

View File

@ -68,7 +68,7 @@ export default class Script {
}
let result;
do {
result = this.iterator.next();
result = this.iterator.next(this.locals.elapsed);
if (result.value instanceof Ticker) {
this.$$ticker = result.value;
const tickerResult = this.$$ticker.tick(elapsed);

View File

@ -1,7 +1,8 @@
import * as Math from '@/util/math.js';
import Ticker from '@/util/ticker.js';
export default function*({entity: {Controlled, Direction, Sprite}}) {
export default function*({entity}) {
const {Controlled, Direction, Sprite} = entity;
Direction.direction = Math.random() * Math.TAU;
Controlled.directionMove(Direction.direction);
yield Ticker.wait(0.25 + Math.random() * 2.25);

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@ -0,0 +1,22 @@
import * as Math from '@/util/math.js';
import Ticker from '@/util/ticker.js';
const SPREAD = 0.5;
export default function*({ecs, entity}) {
const {Arbitrary, Controlled, Direction, id, Position, Speed, Sprite} = entity;
let accumulated = 0;
Controlled.directionMove(Direction.direction);
while (accumulated <= SPREAD) {
accumulated += yield Ticker.wait();
Speed.speed = 100 * (1 - (accumulated / SPREAD));
}
const {where: {x, y}} = Arbitrary.bag;
const toward = Math.atan2(y - Position.y, x - Position.x);
Direction.direction = (Math.TAU + toward) % Math.TAU;
Controlled.directionMove(Direction.direction);
Speed.speed = 400;
yield Ticker.wait(0.5);
Sprite.alpha = 0;
ecs.destroy(id);
}

View File

@ -1,20 +1,22 @@
import * as Math from '@/util/math.js';
import Ticker from '@/util/ticker.js';
export default function*(locals) {
const {ecs, where, wielder} = locals;
const {Player, Position} = wielder;
const EVERY = 0.03;
const N = 14;
const SPREAD = 1;
const SHOTS = 14;
function createShots(where, wielder) {
const offset = Math.random() * Math.TAU;
const specs = [];
for (let i = 0; i < N; ++i) {
specs.push({
const {Player, Position} = wielder;
const shots = [];
for (let i = 0; i < SHOTS; ++i) {
shots.push({
Arbitrary: {
blob: JSON.stringify({where}),
},
Behaving: {
routines: {
initial: '/resources/magic-swords/initial.js',
},
},
Collider: {
bodies: [
{
@ -30,7 +32,7 @@ export default function*(locals) {
],
},
Controlled: {},
Direction: {direction: offset + Math.TAU * (i / N)},
Direction: {direction: offset + Math.TAU * (i / SHOTS)},
Forces: {},
Harmful: {
harmScript: '/resources/magic-swords/harm.js',
@ -40,61 +42,19 @@ export default function*(locals) {
Position: {x: Position.x, y: Position.y},
Speed: {},
Sprite: {
alpha: 0,
source: '/resources/magic-swords/magic-sword-shot.json',
},
Ticking: {},
VisibleAabb: {},
});
}
const creating = Array.from(ecs.createMany(specs)).map((entityId) => ecs.get(entityId));
const shot = creating.shift();
shot.Sprite.alpha = 1;
const shots = [
{
accumulated: 0,
entity: shot,
},
];
let spawner = 0;
while (shots.length > 0) {
spawner += locals.elapsed;
if (creating.length > 0 && spawner >= EVERY) {
const entity = creating.shift();
entity.Sprite.alpha = 1;
shots.push({accumulated: 0, entity})
spawner -= EVERY;
}
const destroying = [];
for (const shot of shots) {
shot.accumulated += locals.elapsed;
if (shot.accumulated <= SPREAD) {
shot.entity.Speed.speed = 100 * (1 - (shot.accumulated / SPREAD))
}
else {
if (!shot.oriented) {
const toward = Math.atan2(
where.y - shot.entity.Position.y,
where.x - shot.entity.Position.x,
)
shot.entity.Speed.speed = 400;
shot.entity.Direction.direction = (Math.TAU + toward) % Math.TAU;
shot.oriented = true;
}
if (shot.accumulated > 1.5) {
shot.entity.Sprite.alpha = 0;
ecs.destroy(shot.entity.id);
destroying.push(shot);
}
}
shot.entity.Controlled.directionMove(shot.entity.Direction.direction);
}
for (let i = 0; i < destroying.length; ++i) {
shots.splice(shots.indexOf(destroying[i]), 1);
}
yield Ticker.wait();
}
return shots;
}
export default function*({ecs, where, wielder}) {
const shots = createShots(where, wielder);
do {
ecs.create(shots.shift());
yield Ticker.wait(0.03);
} while (shots.length > 0);
}