Three types of collision and a polygon class
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.vscode/settings.json
vendored
27
.vscode/settings.json
vendored
@ -1,25 +1,28 @@
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{
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"workbench.colorCustomizations": {
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"activityBar.activeBackground": "#d816d8",
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"activityBar.background": "#d816d8",
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"activityBar.activeBackground": "#2f7c47",
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"activityBar.background": "#2f7c47",
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"activityBar.foreground": "#e7e7e7",
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"activityBar.inactiveForeground": "#e7e7e799",
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"activityBarBadge.background": "#caca15",
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"activityBarBadge.foreground": "#15202b",
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"activityBarBadge.background": "#422c74",
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"activityBarBadge.foreground": "#e7e7e7",
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"commandCenter.border": "#e7e7e799",
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"sash.hoverBorder": "#d816d8",
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"statusBar.background": "#aa11aa",
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"sash.hoverBorder": "#2f7c47",
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"statusBar.background": "#215732",
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"statusBar.foreground": "#e7e7e7",
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"statusBarItem.hoverBackground": "#d816d8",
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"statusBarItem.remoteBackground": "#aa11aa",
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"statusBarItem.hoverBackground": "#2f7c47",
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"statusBarItem.remoteBackground": "#215732",
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"statusBarItem.remoteForeground": "#e7e7e7",
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"titleBar.activeBackground": "#aa11aa",
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"titleBar.activeBackground": "#215732",
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"titleBar.activeForeground": "#e7e7e7",
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"titleBar.inactiveBackground": "#aa11aa99",
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"titleBar.inactiveBackground": "#21573299",
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"titleBar.inactiveForeground": "#e7e7e799"
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},
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"peacock.remoteColor": "aa11aa",
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"peacock.remoteColor": "#215732",
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"deno.enable": true,
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"deno.unstable": true,
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"liveServer.settings.port": 5501
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"liveServer.settings.port": 5501,
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"cSpell.words": [
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"deadzone"
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]
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}
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205
bundle.js
205
bundle.js
@ -2,6 +2,9 @@
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// deno-lint-ignore-file
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// This code was bundled using `deno bundle` and it's not recommended to edit it manually
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const axisAlignedCollision = (aa1, aa2)=>{
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return aa1.x < aa2.x + aa2.w && aa1.x + aa1.w > aa2.x && aa1.y < aa2.y + aa2.h && aa1.y + aa1.h > aa2.y;
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};
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const Constants = {
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TWO_PI: Math.PI * 2
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};
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@ -10,9 +13,15 @@ class Vector {
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y;
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z;
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constructor(x = 0, y = 0, z = 0){
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if (typeof x === "number") {
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this.x = x;
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this.y = y;
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this.z = z;
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} else {
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this.x = x.x;
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this.y = x.y || y;
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this.z = x.z || z;
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}
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}
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set(v, y, z) {
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if (arguments.length === 1 && typeof v !== "number") {
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@ -47,7 +56,7 @@ class Vector {
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}
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}
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add(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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if (arguments.length === 1 && typeof v !== "number") {
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this.x += v.x;
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this.y += v.y;
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this.z += v.z;
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@ -62,7 +71,7 @@ class Vector {
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return this;
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}
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sub(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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if (arguments.length === 1 && typeof v !== "number") {
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this.x -= v.x;
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this.y -= v.y;
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this.z -= v.z;
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@ -77,7 +86,7 @@ class Vector {
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return this;
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}
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mult(v) {
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if (typeof v === 'number') {
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if (typeof v === "number") {
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this.x *= v;
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this.y *= v;
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this.z *= v;
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@ -89,7 +98,7 @@ class Vector {
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return this;
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}
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div(v) {
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if (typeof v === 'number') {
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if (typeof v === "number") {
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this.x /= v;
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this.y /= v;
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this.z /= v;
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@ -113,7 +122,7 @@ class Vector {
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return Math.sqrt(dx * dx + dy * dy + dz * dz);
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}
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dot(v, y, z) {
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if (arguments.length === 1 && typeof v !== 'number') {
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if (arguments.length === 1 && typeof v !== "number") {
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return this.x * v.x + this.y * v.y + this.z * v.z;
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}
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return this.x * v + this.y * y + this.z * z;
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@ -127,7 +136,7 @@ class Vector {
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return start + (stop - start) * amt;
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};
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let x, y;
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if (arguments.length === 2 && typeof v_or_x !== 'number') {
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if (arguments.length === 2 && typeof v_or_x !== "number") {
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amt = amt_or_y;
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x = v_or_x.x;
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y = v_or_x.y;
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@ -174,13 +183,28 @@ class Vector {
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copy() {
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return new Vector(this.x, this.y, this.z);
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}
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drawDot() {
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drawDot(color) {
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if (!doodler) return;
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doodler.dot(this, {
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weight: 2,
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color: 'red'
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color: color || "red"
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});
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}
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draw() {
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if (!doodler) return;
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const startPoint = new Vector();
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doodler.dot(new Vector(), {
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weight: 4,
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color: "orange"
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});
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doodler.line(startPoint, startPoint.copy().add(this.copy().normalize().mult(700)));
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doodler.line(startPoint, startPoint.copy().sub(this.copy().normalize().mult(700)));
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}
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normal(v) {
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const dx = v.x - this.x;
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const dy = v.y - this.y;
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return new Vector(-dy, dx);
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}
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static fromAngle(angle, v) {
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if (v === undefined || v === null) {
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v = new Vector();
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@ -224,9 +248,9 @@ class Vector {
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return Math.acos(v1.dot(v2) / Math.sqrt(v1.magSq() * v2.magSq()));
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}
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static lerp(v1, v2, amt) {
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const retval = new Vector(v1.x, v1.y, v1.z);
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retval.lerp(v2, amt);
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return retval;
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const val = new Vector(v1.x, v1.y, v1.z);
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val.lerp(v2, amt);
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return val;
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}
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static vectorProjection(v1, v2) {
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v2 = v2.copy();
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@ -235,6 +259,16 @@ class Vector {
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v2.mult(sp);
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return v2;
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}
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static vectorProjectionAndDot(v1, v2) {
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v2 = v2.copy();
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v2.normalize();
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const sp = v1.dot(v2);
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v2.mult(sp);
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return [
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v2,
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sp
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];
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}
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static hypot2(a, b) {
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return Vector.dot(Vector.sub(a, b), Vector.sub(a, b));
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}
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@ -618,7 +652,7 @@ class ZoomableDoodler extends Doodler {
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e.preventDefault();
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this.dragging = false;
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});
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this._canvas.addEventListener("mouseleave", (e)=>{
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this._canvas.addEventListener("mouseleave", (_e)=>{
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this.dragging = false;
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});
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this._canvas.addEventListener("mousemove", (e)=>{
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@ -831,50 +865,131 @@ const init = (opt, zoomable, postInit)=>{
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window.doodler = zoomable ? new ZoomableDoodler(opt, postInit) : new Doodler(opt, postInit);
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window.doodler.init();
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};
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class Polygon {
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points;
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center;
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constructor(points){
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this.points = points.map((p)=>new Vector(p));
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this.center = this.calcCenter();
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}
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draw(color) {
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for(let i = 0; i < this.points.length; i++){
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const p1 = this.points[i];
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const p2 = this.points.at(i - this.points.length + 1);
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doodler.line(p1.copy().add(this.center), p2.copy().add(this.center), {
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color
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});
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const { x, y, w, h } = this.aaHitbox();
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doodler.drawRect(new Vector(x, y), w, h, {
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color: "lime"
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});
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}
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}
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calcCenter() {
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if (!this.points.length) return new Vector();
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const center = new Vector();
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for (const point of this.points){
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center.add(point);
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}
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center.div(this.points.length);
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return center;
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}
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circularHitbox() {
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let greatestDistance = 0;
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for (const p of this.points){
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greatestDistance = Math.max(p.copy().add(this.center).dist(this.center), greatestDistance);
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}
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return {
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center: this.center.copy(),
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radius: greatestDistance
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};
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}
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aaHitbox() {
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let smallestX, biggestX, smallestY, biggestY;
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smallestX = smallestY = Infinity;
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biggestX = biggestY = -Infinity;
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for (const p of this.points){
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const temp = p.copy().add(this.center);
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smallestX = Math.min(temp.x, smallestX);
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biggestX = Math.max(temp.x, biggestX);
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smallestY = Math.min(temp.y, smallestY);
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biggestY = Math.max(temp.y, biggestY);
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}
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return {
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x: smallestX,
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y: smallestY,
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w: biggestX - smallestX,
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h: biggestY - smallestY
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};
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}
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static createPolygon(sides = 3, radius = 100) {
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sides = Math.round(sides);
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if (sides < 3) {
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throw "You need at least 3 sides for a polygon";
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}
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const poly = new Polygon([]);
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const rotangle = Math.PI * 2 / sides;
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let angle = 0;
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for(let i = 0; i < sides; i++){
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angle = i * rotangle + (Math.PI - rotangle) * 0.5;
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const pt = new Vector(Math.cos(angle) * radius, Math.sin(angle) * radius);
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poly.points.push(pt);
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}
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poly.center = poly.calcCenter();
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return poly;
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}
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}
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init({
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width: 400,
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height: 400
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width: 2400,
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height: 1200,
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bg: "#333"
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}, true, (ctx)=>{
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ctx.imageSmoothingEnabled = false;
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});
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new Vector(100, 300);
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const v = new Vector(30, 30);
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doodler.registerDraggable(v, 20);
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const img = new Image();
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img.src = "./skeleton.png";
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img.hidden;
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document.body.append(img);
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const p = new Vector(200, 200);
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doodler.createLayer(()=>{
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const p = new Vector(500, 500);
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const poly = new Polygon([
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{
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x: -50,
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y: -25
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},
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{
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x: 25,
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y: -50
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},
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{
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x: 25,
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y: 25
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},
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{
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x: -25,
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y: 25
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}
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]);
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const poly2 = Polygon.createPolygon(5, 75);
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poly2.center = p.copy();
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poly.center.add(p);
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doodler.createLayer((c)=>{
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for(let i = 0; i < c.canvas.width; i += 50){
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for(let j = 0; j < c.canvas.height; j += 50){
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doodler.drawSquare(new Vector(i, j), 50, {
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color: "#00000010"
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});
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}
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}
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const color = axisAlignedCollision(poly.aaHitbox(), poly2.aaHitbox()) ? "red" : "black";
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poly.draw(color);
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poly2.draw(color);
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const [gamepad] = navigator.getGamepads();
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if (gamepad) {
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const leftX = gamepad.axes[0];
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const leftY = gamepad.axes[1];
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p.add(Math.min(Math.max(leftX - 0.04, 0), leftX + 0.04), Math.min(Math.max(leftY - 0.04, 0), leftY + 0.04));
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const rigthX = gamepad.axes[2];
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const rigthY = gamepad.axes[3];
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doodler.moveOrigin({
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x: -rigthX * 5,
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y: -rigthY * 5
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});
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if (gamepad.buttons[7].value) {
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doodler.scaleAt({
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x: 200,
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y: 200
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}, 1 + gamepad.buttons[7].value / 5);
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}
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if (gamepad.buttons[6].value) {
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doodler.scaleAt({
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x: 200,
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y: 200
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}, 1 - gamepad.buttons[6].value / 5);
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}
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}
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doodler.drawImageWithOutline(img, p);
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});
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document.addEventListener("keyup", (e)=>{
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e.preventDefault();
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if (e.key === " ") {
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doodler.unregisterDraggable(v);
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poly.center.add(new Vector(Math.min(Math.max(leftX - 0.05, 0), leftX + 0.05), Math.min(Math.max(leftY - 0.05, 0), leftY + 0.05)).mult(10));
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const rightX = gamepad.axes[2];
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const rightY = gamepad.axes[3];
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poly2.center.add(new Vector(Math.min(Math.max(rightX - 0.05, 0), rightX + 0.05), Math.min(Math.max(rightY - 0.05, 0), rightY + 0.05)).mult(10));
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}
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});
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16
collision/aa.ts
Normal file
16
collision/aa.ts
Normal file
@ -0,0 +1,16 @@
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import { Point } from "../geometry/vector.ts";
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export type axisAlignedBoundingBox = {
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w: number;
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h: number;
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} & Point;
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export const axisAlignedCollision = (
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aa1: axisAlignedBoundingBox,
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aa2: axisAlignedBoundingBox,
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) => {
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return aa1.x < aa2.x + aa2.w &&
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aa1.x + aa1.w > aa2.x &&
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aa1.y < aa2.y + aa2.h &&
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aa1.y + aa1.h > aa2.y;
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};
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15
collision/circular.ts
Normal file
15
collision/circular.ts
Normal file
@ -0,0 +1,15 @@
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import { Point } from "../geometry/vector.ts";
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import { Vector } from "../mod.ts";
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export type CircleLike = {
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center: Point;
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radius: number;
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};
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export const circularCollision = (c1: CircleLike, c2: CircleLike) => {
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const center1 = new Vector(c1.center);
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const center2 = new Vector(c2.center);
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const maxDist = c1.radius + c2.radius;
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return Vector.dist(center1, center2) < maxDist;
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};
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105
collision/sat.ts
Normal file
105
collision/sat.ts
Normal file
@ -0,0 +1,105 @@
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import { Polygon } from "../geometry/polygon.ts";
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import { Point, Vector } from "../geometry/vector.ts";
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export const satCollision = (s1: Polygon, s2: Polygon) => {
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const shape1 = s1.points.map((p) => new Vector(p).add(s1.center));
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const shape2 = s2.points.map((p) => new Vector(p).add(s2.center));
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if (shape1.length < 2 || shape2.length < 2) {
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throw "Insufficient shape data in satCollision";
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}
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const offset = new Vector(s1.center).sub(s2.center);
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// Take one side of the polygon and find the normal
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let last: Vector[] = [];
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for (let i = 0; i < shape1.length; i++) {
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const axis = shape1[i].normal(shape1.at(i - 1)!);
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// axis.draw();
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let [p1min, p1minDot] = Vector.vectorProjectionAndDot(shape1[0], axis);
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let [p1max, p1maxDot] = [p1min, p1minDot];
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for (const point of shape1) {
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const [projected, dot] = Vector.vectorProjectionAndDot(point, axis);
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// projected.drawDot();
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p1min = dot < p1minDot ? projected : p1min;
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p1minDot = Math.min(dot, p1minDot);
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p1max = dot > p1maxDot ? projected : p1max;
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p1maxDot = Math.max(dot, p1maxDot);
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}
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let [p2min, p2minDot] = Vector.vectorProjectionAndDot(shape2[0], axis);
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let [p2max, p2maxDot] = [p2min, p2minDot];
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for (const point of shape2) {
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const [projected, dot] = Vector.vectorProjectionAndDot(point, axis);
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// projected.drawDot();
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p2min = dot < p2minDot ? projected : p2min;
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p2minDot = Math.min(dot, p2minDot);
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p2max = dot > p2maxDot ? projected : p2max;
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p2maxDot = Math.max(dot, p2maxDot);
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}
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// const scale = axis.dot(offset);
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// p1max += scale;
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// p1min += scale;
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// let p2min = axis.dot(shape1[0]);
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// let p2max = p2min;
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// for (const point of shape2) {
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// const dot = point.dot(axis);
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// p2max = Math.max(p2max, dot);
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// p2min = Math.min(p2min, dot);
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// Vector.vectorProjection(point, axis).drawDot();
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||||
// }
|
||||
|
||||
if (p1minDot - p2maxDot > 0 || p2minDot - p1maxDot > 0) {
|
||||
// axis.draw();
|
||||
// p1max.drawDot("blue");
|
||||
// p1min.drawDot("lime");
|
||||
// p2max.drawDot("blue");
|
||||
// p2min.drawDot("lime");
|
||||
return false;
|
||||
}
|
||||
last = [axis, p1max, p1min, p2max, p2min];
|
||||
}
|
||||
for (let i = 0; i < shape2.length; i++) {
|
||||
const axis = shape2[i].normal(shape2.at(i - 1)!);
|
||||
// axis.draw();
|
||||
let [p1min, p1minDot] = Vector.vectorProjectionAndDot(shape2[0], axis);
|
||||
let [p1max, p1maxDot] = [p1min, p1minDot];
|
||||
for (const point of shape2) {
|
||||
const [projected, dot] = Vector.vectorProjectionAndDot(point, axis);
|
||||
// projected.drawDot();
|
||||
p1min = dot < p1minDot ? projected : p1min;
|
||||
p1minDot = Math.min(dot, p1minDot);
|
||||
p1max = dot > p1maxDot ? projected : p1max;
|
||||
p1maxDot = Math.max(dot, p1maxDot);
|
||||
}
|
||||
let [p2min, p2minDot] = Vector.vectorProjectionAndDot(shape1[0], axis);
|
||||
let [p2max, p2maxDot] = [p2min, p2minDot];
|
||||
for (const point of shape1) {
|
||||
const [projected, dot] = Vector.vectorProjectionAndDot(point, axis);
|
||||
// projected.drawDot();
|
||||
p2min = dot < p2minDot ? projected : p2min;
|
||||
p2minDot = Math.min(dot, p2minDot);
|
||||
p2max = dot > p2maxDot ? projected : p2max;
|
||||
p2maxDot = Math.max(dot, p2maxDot);
|
||||
}
|
||||
|
||||
if (p1minDot - p2maxDot > 0 || p2minDot - p1maxDot > 0) {
|
||||
// axis.draw();
|
||||
// p1max.drawDot("blue");
|
||||
// p1min.drawDot("lime");
|
||||
// p2max.drawDot("blue");
|
||||
// p2min.drawDot("lime");
|
||||
return false;
|
||||
}
|
||||
last = [axis, p1max, p1min, p2max, p2min];
|
||||
}
|
||||
|
||||
// for (const [i, l] of last.entries()) {
|
||||
// if (i === 0) {
|
||||
// l.draw();
|
||||
// } else {
|
||||
// l.drawDot();
|
||||
// }
|
||||
// }
|
||||
|
||||
return true;
|
||||
};
|
@ -2,13 +2,13 @@
|
||||
"compilerOptions": {
|
||||
"lib": [
|
||||
"DOM",
|
||||
"es2015"
|
||||
"es2023"
|
||||
],
|
||||
"types": [
|
||||
"./global.d.ts"
|
||||
]
|
||||
},
|
||||
"tasks": {
|
||||
"dev" : "deno bundle --watch main.ts bundle.js"
|
||||
"dev": "deno bundle --watch main.ts bundle.js"
|
||||
}
|
||||
}
|
97
geometry/polygon.ts
Normal file
97
geometry/polygon.ts
Normal file
@ -0,0 +1,97 @@
|
||||
import { axisAlignedBoundingBox } from "../collision/aa.ts";
|
||||
import { CircleLike } from "../collision/circular.ts";
|
||||
import { Vector } from "../mod.ts";
|
||||
import { Point } from "./vector.ts";
|
||||
|
||||
export class Polygon {
|
||||
points: Vector[];
|
||||
center: Vector;
|
||||
|
||||
constructor(points: Point[]) {
|
||||
this.points = points.map((p) => new Vector(p));
|
||||
this.center = this.calcCenter();
|
||||
}
|
||||
|
||||
draw(color?: string) {
|
||||
for (let i = 0; i < this.points.length; i++) {
|
||||
const p1 = this.points[i];
|
||||
const p2 = this.points.at(i - this.points.length + 1)!;
|
||||
doodler.line(p1.copy().add(this.center), p2.copy().add(this.center), {
|
||||
color,
|
||||
});
|
||||
const { x, y, w, h } = this.aaHitbox();
|
||||
doodler.drawRect(new Vector(x, y), w, h, { color: "lime" });
|
||||
}
|
||||
}
|
||||
|
||||
calcCenter() {
|
||||
if (!this.points.length) return new Vector();
|
||||
const center = new Vector();
|
||||
|
||||
for (const point of this.points) {
|
||||
center.add(point);
|
||||
}
|
||||
center.div(this.points.length);
|
||||
return center;
|
||||
}
|
||||
|
||||
circularHitbox(): CircleLike {
|
||||
let greatestDistance = 0;
|
||||
for (const p of this.points) {
|
||||
greatestDistance = Math.max(
|
||||
p.copy().add(this.center).dist(this.center),
|
||||
greatestDistance,
|
||||
);
|
||||
}
|
||||
|
||||
return {
|
||||
center: this.center.copy(),
|
||||
radius: greatestDistance,
|
||||
};
|
||||
}
|
||||
|
||||
aaHitbox(): axisAlignedBoundingBox {
|
||||
let smallestX, biggestX, smallestY, biggestY;
|
||||
smallestX =
|
||||
smallestY =
|
||||
Infinity;
|
||||
biggestX =
|
||||
biggestY =
|
||||
-Infinity;
|
||||
|
||||
for (const p of this.points) {
|
||||
const temp = p.copy().add(this.center);
|
||||
smallestX = Math.min(temp.x, smallestX);
|
||||
biggestX = Math.max(temp.x, biggestX);
|
||||
smallestY = Math.min(temp.y, smallestY);
|
||||
biggestY = Math.max(temp.y, biggestY);
|
||||
}
|
||||
|
||||
return {
|
||||
x: smallestX,
|
||||
y: smallestY,
|
||||
w: biggestX - smallestX,
|
||||
h: biggestY - smallestY,
|
||||
};
|
||||
}
|
||||
|
||||
static createPolygon(sides = 3, radius = 100) {
|
||||
sides = Math.round(sides);
|
||||
if (sides < 3) {
|
||||
throw "You need at least 3 sides for a polygon";
|
||||
}
|
||||
|
||||
const poly = new Polygon([]);
|
||||
// figure out the angles required
|
||||
const rotangle = (Math.PI * 2) / sides;
|
||||
let angle = 0;
|
||||
// loop through and generate each point
|
||||
for (let i = 0; i < sides; i++) {
|
||||
angle = (i * rotangle) + ((Math.PI - rotangle) * 0.5);
|
||||
const pt = new Vector(Math.cos(angle) * radius, Math.sin(angle) * radius);
|
||||
poly.points.push(pt);
|
||||
}
|
||||
poly.center = poly.calcCenter();
|
||||
return poly;
|
||||
}
|
||||
}
|
@ -7,10 +7,19 @@ export class Vector implements Point {
|
||||
y: number;
|
||||
z: number;
|
||||
|
||||
constructor(x = 0, y = 0, z = 0) {
|
||||
constructor();
|
||||
constructor(p: Point);
|
||||
constructor(x: number, y: number, z?: number);
|
||||
constructor(x: number | Point = 0, y = 0, z = 0) {
|
||||
if (typeof x === "number") {
|
||||
this.x = x;
|
||||
this.y = y;
|
||||
this.z = z;
|
||||
} else {
|
||||
this.x = x.x;
|
||||
this.y = x.y || y;
|
||||
this.z = x.z || z;
|
||||
}
|
||||
}
|
||||
|
||||
set(x: number, y: number, z?: number): void;
|
||||
@ -18,9 +27,11 @@ export class Vector implements Point {
|
||||
set(v: [number, number, number]): void;
|
||||
set(v: Vector | [number, number, number] | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== "number") {
|
||||
this.set((v as Vector).x || (v as Array<number>)[0] || 0,
|
||||
this.set(
|
||||
(v as Vector).x || (v as Array<number>)[0] || 0,
|
||||
(v as Vector).y || (v as Array<number>)[1] || 0,
|
||||
(v as Vector).z || (v as Array<number>)[2] || 0);
|
||||
(v as Vector).z || (v as Array<number>)[2] || 0,
|
||||
);
|
||||
} else {
|
||||
this.x = v as number;
|
||||
this.y = y || 0;
|
||||
@ -43,7 +54,7 @@ export class Vector implements Point {
|
||||
return (x * x + y * y + z * z);
|
||||
}
|
||||
setMag(len: number): void;
|
||||
setMag(v: Vector, len: number): Vector
|
||||
setMag(v: Vector, len: number): Vector;
|
||||
setMag(v_or_len: Vector | number, len?: number) {
|
||||
if (len === undefined) {
|
||||
len = v_or_len as number;
|
||||
@ -60,7 +71,7 @@ export class Vector implements Point {
|
||||
add(x: number, y: number): Vector;
|
||||
add(v: Vector): Vector;
|
||||
add(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
if (arguments.length === 1 && typeof v !== "number") {
|
||||
this.x += v.x;
|
||||
this.y += v.y;
|
||||
this.z += v.z;
|
||||
@ -79,7 +90,7 @@ export class Vector implements Point {
|
||||
sub(x: number, y: number): Vector;
|
||||
sub(v: Vector): Vector;
|
||||
sub(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
if (arguments.length === 1 && typeof v !== "number") {
|
||||
this.x -= v.x;
|
||||
this.y -= v.y;
|
||||
this.z -= v.z;
|
||||
@ -95,7 +106,7 @@ export class Vector implements Point {
|
||||
return this;
|
||||
}
|
||||
mult(v: number | Vector) {
|
||||
if (typeof v === 'number') {
|
||||
if (typeof v === "number") {
|
||||
this.x *= v;
|
||||
this.y *= v;
|
||||
this.z *= v;
|
||||
@ -107,7 +118,7 @@ export class Vector implements Point {
|
||||
return this;
|
||||
}
|
||||
div(v: number | Vector) {
|
||||
if (typeof v === 'number') {
|
||||
if (typeof v === "number") {
|
||||
this.x /= v;
|
||||
this.y /= v;
|
||||
this.z /= v;
|
||||
@ -135,18 +146,16 @@ export class Vector implements Point {
|
||||
dot(x: number, y: number, z: number): number;
|
||||
dot(v: Vector): number;
|
||||
dot(v: Vector | number, y?: number, z?: number) {
|
||||
if (arguments.length === 1 && typeof v !== 'number') {
|
||||
return (this.x * v.x + this.y * v.y + this.z * v.z);
|
||||
if (arguments.length === 1 && typeof v !== "number") {
|
||||
return (this.x * v.x) + (this.y * v.y) + (this.z * v.z);
|
||||
}
|
||||
return (this.x * (v as number) + this.y * y! + this.z * z!);
|
||||
return (this.x * (v as number)) + (this.y * y!) + (this.z * z!);
|
||||
}
|
||||
cross(v: Vector) {
|
||||
const x = this.x,
|
||||
y = this.y,
|
||||
z = this.z;
|
||||
return new Vector(y * v.z - v.y * z,
|
||||
z * v.x - v.z * x,
|
||||
x * v.y - v.x * y);
|
||||
return new Vector(y * v.z - v.y * z, z * v.x - v.z * x, x * v.y - v.x * y);
|
||||
}
|
||||
lerp(x: number, y: number, z: number): void;
|
||||
lerp(v: Vector, amt: number): void;
|
||||
@ -155,7 +164,7 @@ export class Vector implements Point {
|
||||
return start + (stop - start) * amt;
|
||||
};
|
||||
let x, y: number;
|
||||
if (arguments.length === 2 && typeof v_or_x !== 'number') {
|
||||
if (arguments.length === 2 && typeof v_or_x !== "number") {
|
||||
// given vector and amt
|
||||
amt = amt_or_y;
|
||||
x = v_or_x.x;
|
||||
@ -202,10 +211,32 @@ export class Vector implements Point {
|
||||
return new Vector(this.x, this.y, this.z);
|
||||
}
|
||||
|
||||
drawDot() {
|
||||
drawDot(color?: string) {
|
||||
if (!doodler) return;
|
||||
|
||||
doodler.dot(this, {weight: 2, color: 'red'});
|
||||
doodler.dot(this, { weight: 2, color: color || "red" });
|
||||
}
|
||||
|
||||
draw() {
|
||||
if (!doodler) return;
|
||||
|
||||
const startPoint = new Vector();
|
||||
doodler.dot(new Vector(), { weight: 4, color: "orange" });
|
||||
doodler.line(
|
||||
startPoint,
|
||||
startPoint.copy().add(this.copy().normalize().mult(700)),
|
||||
);
|
||||
doodler.line(
|
||||
startPoint,
|
||||
startPoint.copy().sub(this.copy().normalize().mult(700)),
|
||||
);
|
||||
}
|
||||
|
||||
normal(v: Vector) {
|
||||
const dx = v.x - this.x;
|
||||
const dy = v.y - this.y;
|
||||
|
||||
return new Vector(-dy, dx);
|
||||
}
|
||||
|
||||
static fromAngle(angle: number, v?: Vector) {
|
||||
@ -261,9 +292,9 @@ export class Vector implements Point {
|
||||
|
||||
static lerp(v1: Vector, v2: Vector, amt: number) {
|
||||
// non-static lerp mutates object, but this version returns a new vector
|
||||
const retval = new Vector(v1.x, v1.y, v1.z);
|
||||
retval.lerp(v2, amt);
|
||||
return retval;
|
||||
const val = new Vector(v1.x, v1.y, v1.z);
|
||||
val.lerp(v2, amt);
|
||||
return val;
|
||||
}
|
||||
|
||||
static vectorProjection(v1: Vector, v2: Vector) {
|
||||
@ -273,9 +304,16 @@ export class Vector implements Point {
|
||||
v2.mult(sp);
|
||||
return v2;
|
||||
}
|
||||
static vectorProjectionAndDot(v1: Vector, v2: Vector): [Vector, number] {
|
||||
v2 = v2.copy();
|
||||
v2.normalize();
|
||||
const sp = v1.dot(v2);
|
||||
v2.mult(sp);
|
||||
return [v2, sp];
|
||||
}
|
||||
|
||||
static hypot2(a: Vector, b: Vector) {
|
||||
return Vector.dot(Vector.sub(a, b), Vector.sub(a, b))
|
||||
return Vector.dot(Vector.sub(a, b), Vector.sub(a, b));
|
||||
}
|
||||
}
|
||||
|
||||
@ -284,9 +322,9 @@ export class OriginVector extends Vector {
|
||||
|
||||
get halfwayPoint() {
|
||||
return {
|
||||
x: (this.mag()/2 * Math.sin(this.heading())) + this.origin.x,
|
||||
y: (this.mag()/2 * Math.cos(this.heading())) + this.origin.y
|
||||
}
|
||||
x: (this.mag() / 2 * Math.sin(this.heading())) + this.origin.x,
|
||||
y: (this.mag() / 2 * Math.cos(this.heading())) + this.origin.y,
|
||||
};
|
||||
}
|
||||
|
||||
constructor(origin: Point, p: Point) {
|
||||
|
113
main.ts
113
main.ts
@ -1,59 +1,106 @@
|
||||
/// <reference types="./global.d.ts" />
|
||||
|
||||
import { axisAlignedCollision } from "./collision/aa.ts";
|
||||
import { circularCollision } from "./collision/circular.ts";
|
||||
import { satCollision } from "./collision/sat.ts";
|
||||
import { Polygon } from "./geometry/polygon.ts";
|
||||
import { initializeDoodler, Vector } from "./mod.ts";
|
||||
import { ZoomableDoodler } from "./zoomableCanvas.ts";
|
||||
// import { ZoomableDoodler } from "./zoomableCanvas.ts";
|
||||
|
||||
initializeDoodler(
|
||||
{
|
||||
width: 400,
|
||||
height: 400,
|
||||
width: 2400,
|
||||
height: 1200,
|
||||
bg: "#333",
|
||||
},
|
||||
true,
|
||||
(ctx) => {
|
||||
ctx.imageSmoothingEnabled = false;
|
||||
// ctx.translate(1200, 600);
|
||||
},
|
||||
);
|
||||
|
||||
const movingVector = new Vector(100, 300);
|
||||
let angleMultiplier = 0;
|
||||
const v = new Vector(30, 30);
|
||||
doodler.registerDraggable(v, 20);
|
||||
// const movingVector = new Vector(100, 300);
|
||||
// let angleMultiplier = 0;
|
||||
// const v = new Vector(30, 30);
|
||||
// doodler.registerDraggable(v, 20);
|
||||
const img = new Image();
|
||||
img.src = "./skeleton.png";
|
||||
img.hidden;
|
||||
document.body.append(img);
|
||||
|
||||
const p = new Vector(200, 200);
|
||||
const p = new Vector(500, 500);
|
||||
|
||||
doodler.createLayer(() => {
|
||||
const poly = new Polygon([
|
||||
{ x: -50, y: -25 },
|
||||
{ x: 25, y: -50 },
|
||||
{ x: 25, y: 25 },
|
||||
{ x: -25, y: 25 },
|
||||
]);
|
||||
// poly.center = p.copy();
|
||||
|
||||
const poly2 = Polygon.createPolygon(5, 75);
|
||||
poly2.center = p.copy();
|
||||
|
||||
poly.center.add(p);
|
||||
|
||||
doodler.createLayer((c) => {
|
||||
for (let i = 0; i < c.canvas.width; i += 50) {
|
||||
for (let j = 0; j < c.canvas.height; j += 50) {
|
||||
doodler.drawSquare(new Vector(i, j), 50, { color: "#00000010" });
|
||||
}
|
||||
}
|
||||
const color = axisAlignedCollision(
|
||||
poly.aaHitbox(),
|
||||
poly2.aaHitbox(),
|
||||
)
|
||||
? "red"
|
||||
: "black";
|
||||
|
||||
// console.log(satCollision(
|
||||
// ));
|
||||
|
||||
poly.draw(color);
|
||||
|
||||
poly2.draw(color);
|
||||
|
||||
// poly2.center.add(Vector.random2D());
|
||||
const [gamepad] = navigator.getGamepads();
|
||||
const deadzone = 0.04;
|
||||
const deadzone = 0.05;
|
||||
if (gamepad) {
|
||||
const leftX = gamepad.axes[0];
|
||||
const leftY = gamepad.axes[1];
|
||||
p.add(
|
||||
poly.center.add(
|
||||
new Vector(
|
||||
Math.min(Math.max(leftX - deadzone, 0), leftX + deadzone),
|
||||
Math.min(Math.max(leftY - deadzone, 0), leftY + deadzone),
|
||||
).mult(10),
|
||||
);
|
||||
|
||||
const rigthX = gamepad.axes[2];
|
||||
const rigthY = gamepad.axes[3];
|
||||
(doodler as ZoomableDoodler).moveOrigin({ x: -rigthX * 5, y: -rigthY * 5 });
|
||||
const rightX = gamepad.axes[2];
|
||||
const rightY = gamepad.axes[3];
|
||||
poly2.center.add(
|
||||
new Vector(
|
||||
Math.min(Math.max(rightX - deadzone, 0), rightX + deadzone),
|
||||
Math.min(Math.max(rightY - deadzone, 0), rightY + deadzone),
|
||||
).mult(10),
|
||||
);
|
||||
// (doodler as ZoomableDoodler).moveOrigin({ x: -rigthX * 5, y: -rigthY * 5 });
|
||||
|
||||
if (gamepad.buttons[7].value) {
|
||||
(doodler as ZoomableDoodler).scaleAt(
|
||||
{ x: 200, y: 200 },
|
||||
1 + (gamepad.buttons[7].value / 5),
|
||||
);
|
||||
// if (gamepad.buttons[7].value) {
|
||||
// (doodler as ZoomableDoodler).scaleAt(
|
||||
// { x: 200, y: 200 },
|
||||
// 1 + (gamepad.buttons[7].value / 5),
|
||||
// );
|
||||
// }
|
||||
// if (gamepad.buttons[6].value) {
|
||||
// (doodler as ZoomableDoodler).scaleAt(
|
||||
// { x: 200, y: 200 },
|
||||
// 1 - (gamepad.buttons[6].value / 5),
|
||||
// );
|
||||
// }
|
||||
}
|
||||
if (gamepad.buttons[6].value) {
|
||||
(doodler as ZoomableDoodler).scaleAt(
|
||||
{ x: 200, y: 200 },
|
||||
1 - (gamepad.buttons[6].value / 5),
|
||||
);
|
||||
}
|
||||
}
|
||||
doodler.drawImageWithOutline(img, p);
|
||||
// doodler.drawImageWithOutline(img, p);
|
||||
// doodler.line(new Vector(100, 100), new Vector(200, 200))
|
||||
// doodler.dot(new Vector(300, 300))
|
||||
// doodler.fillCircle(movingVector, 6, { color: 'red' });
|
||||
@ -88,9 +135,9 @@ doodler.createLayer(() => {
|
||||
// });
|
||||
});
|
||||
|
||||
document.addEventListener("keyup", (e) => {
|
||||
e.preventDefault();
|
||||
if (e.key === " ") {
|
||||
doodler.unregisterDraggable(v);
|
||||
}
|
||||
});
|
||||
// document.addEventListener("keyup", (e) => {
|
||||
// e.preventDefault();
|
||||
// if (e.key === " ") {
|
||||
// doodler.unregisterDraggable(v);
|
||||
// }
|
||||
// });
|
||||
|
@ -54,7 +54,7 @@ export class ZoomableDoodler extends Doodler {
|
||||
e.preventDefault();
|
||||
this.dragging = false;
|
||||
});
|
||||
this._canvas.addEventListener("mouseleave", (e) => {
|
||||
this._canvas.addEventListener("mouseleave", (_e) => {
|
||||
this.dragging = false;
|
||||
});
|
||||
this._canvas.addEventListener("mousemove", (e) => {
|
||||
|
Loading…
x
Reference in New Issue
Block a user