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path: root/client/src/logic/movement.ts
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import { getMap } from "../map.js"
import { Vec2, Map, Rotation, Key, Player, GameState, Tile } from "../types.js"

export const MOVE_SPEED = .08333

export const roundPos = (pos: Vec2): Vec2 => {
    return {x: Math.round(pos.x), y: Math.round(pos.y)}
}

export const isStablePos = (pos: Vec2): boolean => {
    let rpos = roundPos(pos)
    return Math.abs(rpos.x - pos.x) < .05 && Math.abs(rpos.y - pos.y) < .05
}

export const getTile = (
    map: Map, 
    pos: Vec2, 
    ox: number, 
    oy: number
): number => {
    let x = Math.round(pos.x + ox)
    let y = Math.round(pos.y + oy)
    if (x < 0 || x >= map.width || y < 0 || y >= map.height) return Tile.WALL
    return map.data[y * map.width + x]
}

export const getTileFrontWithRot = (
    map: Map, 
    pos: Vec2, 
    rot: Rotation
): number => {
    let collider = 1
    switch(rot) {
	    case Rotation.NORTH:
            collider = getTile(map, pos, 0, -.51)
            break
        case Rotation.SOUTH:
            collider = getTile(map, pos, 0, .51)
            break
        case Rotation.WEST:
            collider = getTile(map, pos, -.51, 0)
            break
        case Rotation.EAST:
            collider = getTile(map, pos, .51, 0)
            break
    }
    return collider
}

const getRot = (key: Key): Rotation => {
    switch (key) {
        case Key.UP: return Rotation.NORTH
        case Key.DOWN: return Rotation.SOUTH
        case Key.LEFT: return Rotation.WEST
        case Key.RIGHT: return Rotation.EAST
        case Key.NOTHING: return Rotation.NOTHING
    }
}

export const incrementPos = (
    pos: Vec2, 
    rot: Rotation, 
    speed: number
): void => {
    switch (rot) {
        case Rotation.NORTH:
            pos.y -= speed
            break
        case Rotation.SOUTH:
            pos.y += speed
            break
        case Rotation.WEST:
            pos.x -= speed
            break
        case Rotation.EAST:
            pos.x += speed
            break
    }
}

const updateMovementForPlayer = (
    map: Map, 
    player: Player, 
    inputKey: Key
) => {
    
    let inputRot = getRot(inputKey)
    let moveRot = player.moveRotation
    let currentPosition = player.pos

    let turningFrontTile = getTileFrontWithRot(map, currentPosition, inputRot) 
    if (turningFrontTile == Tile.WALL || turningFrontTile == Tile.GHOST_WALL) {
        inputRot = Rotation.NOTHING
    }

    let turning = inputRot != Rotation.NOTHING && inputRot != moveRot
    
    player.inputRotation = inputRot

    if (turning && isStablePos(currentPosition)) {
        currentPosition = roundPos(currentPosition)
        player.moveRotation = inputRot
        moveRot = inputRot
    }

    let movePos = structuredClone(currentPosition)
    incrementPos(movePos, moveRot, MOVE_SPEED)
    
    let frontTile = getTileFrontWithRot(map, currentPosition, moveRot)
    if (frontTile != Tile.WALL && frontTile != Tile.GHOST_WALL) {
        player.pos = movePos
        player.moving = true
    } else {
        player.pos = roundPos(currentPosition)
        player.moving = false
    }


}

export const updateMovement = (data: GameState) => {

    let map = getMap(data.mapId)
    if (!map) return

	for (const id in data.players) {

        const player = data.players[id]
	    
        if(!player) {
		    continue
        }

        let inputKey = data.input[id]

        updateMovementForPlayer(map, player, inputKey)

    }

}