@inglorious/engine 0.2.0 → 0.4.0

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (169) hide show
  1. package/README.md +76 -75
  2. package/package.json +14 -25
  3. package/src/{engine/ai → ai}/movement/dynamic/align.js +63 -63
  4. package/src/{engine/ai → ai}/movement/dynamic/arrive.js +42 -42
  5. package/src/{engine/ai → ai}/movement/dynamic/evade.js +38 -38
  6. package/src/{engine/ai → ai}/movement/dynamic/face.js +19 -19
  7. package/src/{engine/ai → ai}/movement/dynamic/flee.js +45 -45
  8. package/src/{engine/ai → ai}/movement/dynamic/look-where-youre-going.js +16 -16
  9. package/src/{engine/ai → ai}/movement/dynamic/match-velocity.js +51 -51
  10. package/src/{engine/ai → ai}/movement/dynamic/pursue.js +38 -38
  11. package/src/{engine/ai → ai}/movement/dynamic/seek.js +44 -44
  12. package/src/{engine/ai → ai}/movement/dynamic/wander.js +31 -31
  13. package/src/{engine/ai → ai}/movement/kinematic/align.js +37 -37
  14. package/src/{engine/ai → ai}/movement/kinematic/arrive.js +42 -42
  15. package/src/{engine/ai → ai}/movement/kinematic/face.js +19 -19
  16. package/src/{engine/ai → ai}/movement/kinematic/flee.js +26 -26
  17. package/src/{engine/ai → ai}/movement/kinematic/seek.js +26 -26
  18. package/src/{engine/ai → ai}/movement/kinematic/seek.test.js +42 -42
  19. package/src/{engine/ai → ai}/movement/kinematic/wander-as-seek.js +31 -31
  20. package/src/{engine/ai → ai}/movement/kinematic/wander.js +27 -27
  21. package/src/{engine/animation → animation}/sprite.js +101 -101
  22. package/src/{engine/animation → animation}/ticker.js +38 -38
  23. package/src/{engine/behaviors → behaviors}/camera.js +68 -68
  24. package/src/{engine/behaviors → behaviors}/controls/dynamic/modern.js +76 -76
  25. package/src/{engine/behaviors → behaviors}/controls/dynamic/shooter.js +84 -84
  26. package/src/{engine/behaviors → behaviors}/controls/dynamic/tank.js +69 -69
  27. package/src/{engine/behaviors → behaviors}/controls/event-handlers.js +17 -17
  28. package/src/{engine/behaviors → behaviors}/controls/kinematic/modern.js +76 -76
  29. package/src/{engine/behaviors → behaviors}/controls/kinematic/shooter.js +82 -82
  30. package/src/{engine/behaviors → behaviors}/controls/kinematic/tank.js +67 -67
  31. package/src/behaviors/debug/collision.js +29 -0
  32. package/src/{engine/behaviors → behaviors}/fps.js +29 -29
  33. package/src/{engine/behaviors → behaviors}/fsm.js +33 -33
  34. package/src/{engine/behaviors → behaviors}/fsm.test.js +49 -49
  35. package/src/{engine/behaviors → behaviors}/game.js +15 -15
  36. package/src/{engine/behaviors → behaviors}/input/controls.js +37 -37
  37. package/src/{engine/behaviors → behaviors}/input/gamepad.js +114 -114
  38. package/src/{engine/behaviors → behaviors}/input/input.js +48 -48
  39. package/src/{engine/behaviors → behaviors}/input/keyboard.js +64 -64
  40. package/src/{engine/behaviors → behaviors}/input/mouse.js +91 -91
  41. package/src/{engine/behaviors → behaviors}/physics/bouncy.js +25 -25
  42. package/src/{engine/behaviors → behaviors}/physics/clamped.js +36 -36
  43. package/src/{engine/behaviors → behaviors}/physics/collidable.js +20 -20
  44. package/src/{engine/behaviors → behaviors}/physics/jumpable.js +145 -145
  45. package/src/{engine/behaviors → behaviors}/ui/button.js +17 -17
  46. package/src/{engine/collision → collision}/detection.js +110 -110
  47. package/src/{engine/core → core}/dev-tools.js +135 -135
  48. package/src/{engine/core → core}/engine.js +119 -119
  49. package/src/{engine/core → core}/loop.js +15 -15
  50. package/src/{engine/core → core}/loops/animation-frame.js +25 -25
  51. package/src/{engine/core → core}/loops/elapsed.js +22 -22
  52. package/src/{engine/core → core}/loops/fixed.js +27 -27
  53. package/src/{engine/core → core}/loops/flash.js +13 -13
  54. package/src/{engine/core → core}/loops/lag.js +26 -26
  55. package/src/main.js +10 -10
  56. package/src/{engine/movement → movement}/dynamic/modern.js +21 -21
  57. package/src/{engine/movement → movement}/dynamic/tank.js +43 -43
  58. package/src/{engine/movement → movement}/kinematic/modern.js +16 -16
  59. package/src/{engine/movement → movement}/kinematic/modern.test.js +27 -27
  60. package/src/{engine/movement → movement}/kinematic/tank.js +27 -27
  61. package/src/{engine/physics → physics}/bounds.js +138 -138
  62. package/src/{engine/physics → physics}/position.js +43 -43
  63. package/src/{engine/physics → physics}/position.test.js +80 -80
  64. package/src/{engine/systems → systems}/sprite-animation.js +27 -27
  65. package/src/engine/behaviors/debug/collision.js +0 -35
  66. package/src/engine/core/api.js +0 -34
  67. package/src/engine/core/select.js +0 -26
  68. package/src/engine/core/store.js +0 -178
  69. package/src/engine/core/store.test.js +0 -110
  70. package/src/renderers/canvas/absolute-position.js +0 -18
  71. package/src/renderers/canvas/camera.js +0 -13
  72. package/src/renderers/canvas/canvas-renderer.js +0 -68
  73. package/src/renderers/canvas/character.js +0 -38
  74. package/src/renderers/canvas/form/button.js +0 -25
  75. package/src/renderers/canvas/fps.js +0 -18
  76. package/src/renderers/canvas/image/hitmask.js +0 -51
  77. package/src/renderers/canvas/image/image.js +0 -34
  78. package/src/renderers/canvas/image/sprite.js +0 -49
  79. package/src/renderers/canvas/image/tilemap.js +0 -66
  80. package/src/renderers/canvas/mouse.js +0 -37
  81. package/src/renderers/canvas/rendering-system.js +0 -79
  82. package/src/renderers/canvas/shapes/circle.js +0 -29
  83. package/src/renderers/canvas/shapes/rectangle.js +0 -27
  84. package/src/renderers/react/game/character/character.module.scss +0 -17
  85. package/src/renderers/react/game/character/index.jsx +0 -20
  86. package/src/renderers/react/game/cursor/cursor.module.scss +0 -47
  87. package/src/renderers/react/game/cursor/index.jsx +0 -20
  88. package/src/renderers/react/game/form/fields/field/field.module.scss +0 -5
  89. package/src/renderers/react/game/form/fields/field/index.jsx +0 -56
  90. package/src/renderers/react/game/form/fields/fields.module.scss +0 -48
  91. package/src/renderers/react/game/form/fields/index.jsx +0 -12
  92. package/src/renderers/react/game/form/form.module.scss +0 -18
  93. package/src/renderers/react/game/form/index.jsx +0 -22
  94. package/src/renderers/react/game/fps/index.jsx +0 -16
  95. package/src/renderers/react/game/game.jsx +0 -72
  96. package/src/renderers/react/game/index.jsx +0 -29
  97. package/src/renderers/react/game/platform/index.jsx +0 -30
  98. package/src/renderers/react/game/platform/platform.module.scss +0 -7
  99. package/src/renderers/react/game/scene/index.jsx +0 -27
  100. package/src/renderers/react/game/scene/scene.module.scss +0 -9
  101. package/src/renderers/react/game/sprite/index.jsx +0 -60
  102. package/src/renderers/react/game/sprite/sprite.module.css +0 -3
  103. package/src/renderers/react/game/stats/index.jsx +0 -22
  104. package/src/renderers/react/hocs/with-absolute-position/index.jsx +0 -20
  105. package/src/renderers/react/hocs/with-absolute-position/with-absolute-position.module.scss +0 -5
  106. package/src/renderers/react/index.jsx +0 -9
  107. package/src/utils/algorithms/decision-tree.js +0 -24
  108. package/src/utils/algorithms/decision-tree.test.js +0 -153
  109. package/src/utils/algorithms/path-finding.js +0 -155
  110. package/src/utils/algorithms/path-finding.test.js +0 -151
  111. package/src/utils/algorithms/types.d.ts +0 -28
  112. package/src/utils/data-structures/array.js +0 -83
  113. package/src/utils/data-structures/array.test.js +0 -173
  114. package/src/utils/data-structures/board.js +0 -159
  115. package/src/utils/data-structures/board.test.js +0 -242
  116. package/src/utils/data-structures/boolean.js +0 -9
  117. package/src/utils/data-structures/heap.js +0 -164
  118. package/src/utils/data-structures/heap.test.js +0 -103
  119. package/src/utils/data-structures/object.js +0 -138
  120. package/src/utils/data-structures/object.test.js +0 -218
  121. package/src/utils/data-structures/objects.js +0 -66
  122. package/src/utils/data-structures/objects.test.js +0 -99
  123. package/src/utils/data-structures/tree.js +0 -36
  124. package/src/utils/data-structures/tree.test.js +0 -33
  125. package/src/utils/data-structures/types.d.ts +0 -4
  126. package/src/utils/functions/functions.js +0 -19
  127. package/src/utils/functions/functions.test.js +0 -23
  128. package/src/utils/math/geometry/circle.js +0 -70
  129. package/src/utils/math/geometry/circle.test.js +0 -97
  130. package/src/utils/math/geometry/hitmask.js +0 -70
  131. package/src/utils/math/geometry/hitmask.test.js +0 -155
  132. package/src/utils/math/geometry/line.js +0 -35
  133. package/src/utils/math/geometry/line.test.js +0 -49
  134. package/src/utils/math/geometry/point.js +0 -78
  135. package/src/utils/math/geometry/point.test.js +0 -81
  136. package/src/utils/math/geometry/rectangle.js +0 -76
  137. package/src/utils/math/geometry/rectangle.test.js +0 -42
  138. package/src/utils/math/geometry/segment.js +0 -80
  139. package/src/utils/math/geometry/segment.test.js +0 -183
  140. package/src/utils/math/geometry/triangle.js +0 -15
  141. package/src/utils/math/geometry/triangle.test.js +0 -11
  142. package/src/utils/math/geometry/types.d.ts +0 -23
  143. package/src/utils/math/linear-algebra/2d.js +0 -28
  144. package/src/utils/math/linear-algebra/2d.test.js +0 -17
  145. package/src/utils/math/linear-algebra/quaternion.js +0 -22
  146. package/src/utils/math/linear-algebra/quaternion.test.js +0 -25
  147. package/src/utils/math/linear-algebra/quaternions.js +0 -20
  148. package/src/utils/math/linear-algebra/quaternions.test.js +0 -29
  149. package/src/utils/math/linear-algebra/types.d.ts +0 -4
  150. package/src/utils/math/linear-algebra/vector.js +0 -327
  151. package/src/utils/math/linear-algebra/vector.test.js +0 -265
  152. package/src/utils/math/linear-algebra/vectors.js +0 -122
  153. package/src/utils/math/linear-algebra/vectors.test.js +0 -65
  154. package/src/utils/math/linear-interpolation.js +0 -9
  155. package/src/utils/math/numbers.js +0 -90
  156. package/src/utils/math/numbers.test.js +0 -137
  157. package/src/utils/math/rng.js +0 -44
  158. package/src/utils/math/rng.test.js +0 -39
  159. package/src/utils/math/statistics.js +0 -43
  160. package/src/utils/math/statistics.test.js +0 -47
  161. package/src/utils/math/trigonometry.js +0 -89
  162. package/src/utils/math/trigonometry.test.js +0 -52
  163. package/src/utils/physics/acceleration.js +0 -61
  164. package/src/utils/physics/friction.js +0 -28
  165. package/src/utils/physics/friction.test.js +0 -42
  166. package/src/utils/physics/gravity.js +0 -69
  167. package/src/utils/physics/gravity.test.js +0 -77
  168. package/src/utils/physics/jump.js +0 -31
  169. package/src/utils/physics/velocity.js +0 -36
@@ -1,16 +1,16 @@
1
- import {
2
- angle,
3
- magnitude,
4
- } from "@inglorious/utils/math/linear-algebra/vector.js"
5
- import { applyVelocity } from "@inglorious/utils/physics/velocity.js"
6
-
7
- const DEFAULT_ORIENTATION = 0
8
-
9
- export function modernMove(entity, dt) {
10
- const { velocity, position } = applyVelocity(entity, dt)
11
-
12
- let orientation = entity.orientation ?? DEFAULT_ORIENTATION
13
- orientation = magnitude(velocity) ? angle(velocity) : orientation
14
-
15
- return { velocity, position, orientation }
16
- }
1
+ import {
2
+ angle,
3
+ magnitude,
4
+ } from "@inglorious/utils/math/linear-algebra/vector.js"
5
+ import { applyVelocity } from "@inglorious/utils/physics/velocity.js"
6
+
7
+ const DEFAULT_ORIENTATION = 0
8
+
9
+ export function modernMove(entity, dt) {
10
+ const { velocity, position } = applyVelocity(entity, dt)
11
+
12
+ let orientation = entity.orientation ?? DEFAULT_ORIENTATION
13
+ orientation = magnitude(velocity) ? angle(velocity) : orientation
14
+
15
+ return { velocity, position, orientation }
16
+ }
@@ -1,27 +1,27 @@
1
- import { expect, test } from "vitest"
2
-
3
- import { modernMove } from "./modern.js"
4
-
5
- test("it should move following its velocity", () => {
6
- const entity = { maxSpeed: 1, velocity: [1, 0, 0], position: [0, 0, 0] }
7
- const dt = 1
8
- const expectedResult = {
9
- velocity: [1, 0, 0],
10
- position: [1, 0, 0],
11
- orientation: 0,
12
- }
13
-
14
- expect(modernMove(entity, dt)).toStrictEqual(expectedResult)
15
- })
16
-
17
- test("it should limit the velocity to the max speed", () => {
18
- const entity = { maxSpeed: 1, velocity: [10, 0, 0], position: [0, 0, 0] }
19
- const dt = 1
20
- const expectedResult = {
21
- velocity: [1, 0, 0],
22
- position: [1, 0, 0],
23
- orientation: 0,
24
- }
25
-
26
- expect(modernMove(entity, dt)).toStrictEqual(expectedResult)
27
- })
1
+ import { expect, test } from "vitest"
2
+
3
+ import { modernMove } from "./modern.js"
4
+
5
+ test("it should move following its velocity", () => {
6
+ const entity = { maxSpeed: 1, velocity: [1, 0, 0], position: [0, 0, 0] }
7
+ const dt = 1
8
+ const expectedResult = {
9
+ velocity: [1, 0, 0],
10
+ position: [1, 0, 0],
11
+ orientation: 0,
12
+ }
13
+
14
+ expect(modernMove(entity, dt)).toStrictEqual(expectedResult)
15
+ })
16
+
17
+ test("it should limit the velocity to the max speed", () => {
18
+ const entity = { maxSpeed: 1, velocity: [10, 0, 0], position: [0, 0, 0] }
19
+ const dt = 1
20
+ const expectedResult = {
21
+ velocity: [1, 0, 0],
22
+ position: [1, 0, 0],
23
+ orientation: 0,
24
+ }
25
+
26
+ expect(modernMove(entity, dt)).toStrictEqual(expectedResult)
27
+ })
@@ -1,27 +1,27 @@
1
- import {
2
- clamp,
3
- multiply,
4
- rotate,
5
- zero,
6
- } from "@inglorious/utils/math/linear-algebra/vector.js"
7
- import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
8
- import { toRange } from "@inglorious/utils/math/trigonometry.js"
9
-
10
- const DEFAULT_MAX_SPEED = 0
11
-
12
- const DEFAULT_ORIENTATION = 0
13
-
14
- export function tankMove(entity, dt) {
15
- const maxSpeed = entity.maxSpeed ?? DEFAULT_MAX_SPEED
16
-
17
- let orientation = entity.orientation ?? DEFAULT_ORIENTATION
18
- orientation = toRange(orientation)
19
-
20
- let velocity = entity.velocity ?? zero()
21
- velocity = rotate(velocity, orientation)
22
- velocity = clamp(velocity, -maxSpeed, maxSpeed)
23
-
24
- const position = sum(entity.position, multiply(velocity, dt))
25
-
26
- return { velocity, position, orientation }
27
- }
1
+ import {
2
+ clamp,
3
+ multiply,
4
+ rotate,
5
+ zero,
6
+ } from "@inglorious/utils/math/linear-algebra/vector.js"
7
+ import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
8
+ import { toRange } from "@inglorious/utils/math/trigonometry.js"
9
+
10
+ const DEFAULT_MAX_SPEED = 0
11
+
12
+ const DEFAULT_ORIENTATION = 0
13
+
14
+ export function tankMove(entity, dt) {
15
+ const maxSpeed = entity.maxSpeed ?? DEFAULT_MAX_SPEED
16
+
17
+ let orientation = entity.orientation ?? DEFAULT_ORIENTATION
18
+ orientation = toRange(orientation)
19
+
20
+ let velocity = entity.velocity ?? zero()
21
+ velocity = rotate(velocity, orientation)
22
+ velocity = clamp(velocity, -maxSpeed, maxSpeed)
23
+
24
+ const position = sum(entity.position, multiply(velocity, dt))
25
+
26
+ return { velocity, position, orientation }
27
+ }
@@ -1,138 +1,138 @@
1
- import {
2
- angle,
3
- clamp,
4
- createVector,
5
- fromAngle,
6
- multiply,
7
- zero,
8
- } from "@inglorious/utils/math/linear-algebra/vector.js"
9
- import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
10
- import { abs } from "@inglorious/utils/math/numbers.js"
11
-
12
- const DOUBLE = 2
13
- const HALF = 2
14
- const X = 0
15
- const Z = 2
16
-
17
- export function bounce(entity, dt, [minX, minZ, maxX, maxZ]) {
18
- const [x, , z] = entity.position
19
-
20
- const velocity = createVector(entity.maxSpeed, entity.orientation)
21
- if (x < minX || x >= maxX) {
22
- velocity[X] = -velocity[X]
23
- }
24
-
25
- if (z < minZ || z >= maxZ) {
26
- velocity[Z] = -velocity[Z]
27
- }
28
-
29
- const position = sum(entity.position, multiply(velocity, dt))
30
- const orientation = angle(velocity)
31
-
32
- return { velocity, position, orientation }
33
- }
34
-
35
- const ClampToBoundsByShape = {
36
- rectangle(entity, [minX, minZ, maxX, maxZ], collisionGroup) {
37
- const [width, height, depth] =
38
- entity.collisions[collisionGroup].size ?? entity.size
39
-
40
- const halfWidth = width / HALF
41
- const halfHeight = height / HALF
42
- const halfDepth = depth / HALF
43
-
44
- return clamp(
45
- entity.position,
46
- [minX + halfWidth, minZ + halfHeight, minZ + halfDepth],
47
- [maxX - halfWidth, maxZ - halfHeight, maxZ - halfDepth],
48
- )
49
- },
50
-
51
- circle(entity, [minX, minY, maxX, maxY], collisionGroup, depthAxis = "y") {
52
- const radius = entity.collisions[collisionGroup].radius ?? entity.radius
53
-
54
- if (depthAxis === "z") {
55
- return clamp(
56
- entity.position,
57
- [minX + radius, minY + radius, minY],
58
- [maxX - radius, maxY - radius, maxY],
59
- )
60
- }
61
-
62
- return clamp(
63
- entity.position,
64
- [minX + radius, minY, minY + radius],
65
- [maxX - radius, maxY, maxY - radius],
66
- )
67
- },
68
-
69
- point(entity, [minX, minZ, maxX, maxZ]) {
70
- return clamp(entity.position, [minX, minZ, minZ], [maxX, maxZ, maxZ])
71
- },
72
- }
73
-
74
- export function clampToBounds(
75
- entity,
76
- bounds,
77
- collisionGroup = "bounds",
78
- depthAxis,
79
- ) {
80
- const shape = entity.collisions[collisionGroup].shape || "rectangle"
81
- const handler = ClampToBoundsByShape[shape] || ClampToBoundsByShape.point
82
- return handler(entity, bounds, collisionGroup, depthAxis)
83
- }
84
-
85
- export function flip(entity, [minX, minZ, maxX, maxZ]) {
86
- const [x, , z] = entity.position
87
-
88
- entity.collisions ??= {}
89
- entity.collisions.bounds ??= {}
90
- entity.collisions.bounds.shape ??= "rectangle"
91
-
92
- let width, height, depth
93
- if (entity.collisions.bounds.shape === "circle") {
94
- width = entity.collisions.bounds.radius * DOUBLE
95
- height = entity.collisions.bounds.radius * DOUBLE
96
- depth = entity.collisions.bounds.radius * DOUBLE
97
- } else {
98
- ;[width, height, depth] = entity.collisions.bounds.size ?? entity.size
99
- }
100
- const halfWidth = width / HALF
101
- const halfHeight = height / HALF
102
- const halfDepth = depth / HALF
103
-
104
- const left = x - halfWidth
105
- const right = x + halfWidth
106
- const bottom = z - halfHeight
107
- const top = z + halfHeight
108
- const back = z - halfDepth
109
- const front = z + halfDepth
110
-
111
- const direction = fromAngle(entity.orientation)
112
-
113
- if (
114
- left < minX ||
115
- right >= maxX ||
116
- bottom < minZ ||
117
- top >= maxZ ||
118
- back < minZ ||
119
- front >= maxZ
120
- ) {
121
- if (left < minX) {
122
- direction[X] = abs(direction[X])
123
- } else if (right >= maxX) {
124
- direction[X] = -abs(direction[X])
125
- }
126
-
127
- if (back < minZ) {
128
- direction[Z] = abs(direction[Z])
129
- } else if (front >= maxZ) {
130
- direction[Z] = -abs(direction[Z])
131
- }
132
-
133
- entity.acceleration = zero()
134
- entity.velocity = zero()
135
- }
136
-
137
- entity.orientation = angle(direction)
138
- }
1
+ import {
2
+ angle,
3
+ clamp,
4
+ createVector,
5
+ fromAngle,
6
+ multiply,
7
+ zero,
8
+ } from "@inglorious/utils/math/linear-algebra/vector.js"
9
+ import { sum } from "@inglorious/utils/math/linear-algebra/vectors.js"
10
+ import { abs } from "@inglorious/utils/math/numbers.js"
11
+
12
+ const DOUBLE = 2
13
+ const HALF = 2
14
+ const X = 0
15
+ const Z = 2
16
+
17
+ export function bounce(entity, dt, [minX, minZ, maxX, maxZ]) {
18
+ const [x, , z] = entity.position
19
+
20
+ const velocity = createVector(entity.maxSpeed, entity.orientation)
21
+ if (x < minX || x >= maxX) {
22
+ velocity[X] = -velocity[X]
23
+ }
24
+
25
+ if (z < minZ || z >= maxZ) {
26
+ velocity[Z] = -velocity[Z]
27
+ }
28
+
29
+ const position = sum(entity.position, multiply(velocity, dt))
30
+ const orientation = angle(velocity)
31
+
32
+ return { velocity, position, orientation }
33
+ }
34
+
35
+ const ClampToBoundsByShape = {
36
+ rectangle(entity, [minX, minZ, maxX, maxZ], collisionGroup) {
37
+ const [width, height, depth] =
38
+ entity.collisions[collisionGroup].size ?? entity.size
39
+
40
+ const halfWidth = width / HALF
41
+ const halfHeight = height / HALF
42
+ const halfDepth = depth / HALF
43
+
44
+ return clamp(
45
+ entity.position,
46
+ [minX + halfWidth, minZ + halfHeight, minZ + halfDepth],
47
+ [maxX - halfWidth, maxZ - halfHeight, maxZ - halfDepth],
48
+ )
49
+ },
50
+
51
+ circle(entity, [minX, minY, maxX, maxY], collisionGroup, depthAxis = "y") {
52
+ const radius = entity.collisions[collisionGroup].radius ?? entity.radius
53
+
54
+ if (depthAxis === "z") {
55
+ return clamp(
56
+ entity.position,
57
+ [minX + radius, minY + radius, minY],
58
+ [maxX - radius, maxY - radius, maxY],
59
+ )
60
+ }
61
+
62
+ return clamp(
63
+ entity.position,
64
+ [minX + radius, minY, minY + radius],
65
+ [maxX - radius, maxY, maxY - radius],
66
+ )
67
+ },
68
+
69
+ point(entity, [minX, minZ, maxX, maxZ]) {
70
+ return clamp(entity.position, [minX, minZ, minZ], [maxX, maxZ, maxZ])
71
+ },
72
+ }
73
+
74
+ export function clampToBounds(
75
+ entity,
76
+ bounds,
77
+ collisionGroup = "bounds",
78
+ depthAxis,
79
+ ) {
80
+ const shape = entity.collisions[collisionGroup].shape || "rectangle"
81
+ const handler = ClampToBoundsByShape[shape] || ClampToBoundsByShape.point
82
+ return handler(entity, bounds, collisionGroup, depthAxis)
83
+ }
84
+
85
+ export function flip(entity, [minX, minZ, maxX, maxZ]) {
86
+ const [x, , z] = entity.position
87
+
88
+ entity.collisions ??= {}
89
+ entity.collisions.bounds ??= {}
90
+ entity.collisions.bounds.shape ??= "rectangle"
91
+
92
+ let width, height, depth
93
+ if (entity.collisions.bounds.shape === "circle") {
94
+ width = entity.collisions.bounds.radius * DOUBLE
95
+ height = entity.collisions.bounds.radius * DOUBLE
96
+ depth = entity.collisions.bounds.radius * DOUBLE
97
+ } else {
98
+ ;[width, height, depth] = entity.collisions.bounds.size ?? entity.size
99
+ }
100
+ const halfWidth = width / HALF
101
+ const halfHeight = height / HALF
102
+ const halfDepth = depth / HALF
103
+
104
+ const left = x - halfWidth
105
+ const right = x + halfWidth
106
+ const bottom = z - halfHeight
107
+ const top = z + halfHeight
108
+ const back = z - halfDepth
109
+ const front = z + halfDepth
110
+
111
+ const direction = fromAngle(entity.orientation)
112
+
113
+ if (
114
+ left < minX ||
115
+ right >= maxX ||
116
+ bottom < minZ ||
117
+ top >= maxZ ||
118
+ back < minZ ||
119
+ front >= maxZ
120
+ ) {
121
+ if (left < minX) {
122
+ direction[X] = abs(direction[X])
123
+ } else if (right >= maxX) {
124
+ direction[X] = -abs(direction[X])
125
+ }
126
+
127
+ if (back < minZ) {
128
+ direction[Z] = abs(direction[Z])
129
+ } else if (front >= maxZ) {
130
+ direction[Z] = -abs(direction[Z])
131
+ }
132
+
133
+ entity.acceleration = zero()
134
+ entity.velocity = zero()
135
+ }
136
+
137
+ entity.orientation = angle(direction)
138
+ }
@@ -1,43 +1,43 @@
1
- const HALF = 2
2
-
3
- export function calculateLandingPosition(
4
- entity,
5
- target,
6
- collisionGroup = "platform",
7
- ) {
8
- const entityShape = entity.collisions[collisionGroup]?.shape
9
-
10
- if (CalculatePY[entityShape]) {
11
- return CalculatePY[entityShape](entity, target, collisionGroup)
12
- }
13
-
14
- return calculatePYForPoint(entity, target, collisionGroup)
15
- }
16
-
17
- function calculatePYForPoint(entity, target, collisionGroup) {
18
- const [, targetY] = target.position
19
- const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
20
- return targetY + targetHeight / HALF
21
- }
22
-
23
- function calculatePYForCircle(entity, target, collisionGroup) {
24
- const entityRadius = entity.collisions[collisionGroup].radius ?? entity.radius
25
-
26
- const [, targetY] = target.position
27
- const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
28
- return targetY + targetHeight / HALF + entityRadius
29
- }
30
-
31
- function calculatePYForRectangle(entity, target, collisionGroup) {
32
- const [, entityHeight] = entity.collisions[collisionGroup].size ?? entity.size
33
-
34
- const [, targetY] = target.position
35
- const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
36
- return targetY + targetHeight / HALF + entityHeight / HALF
37
- }
38
-
39
- const CalculatePY = {
40
- point: calculatePYForPoint,
41
- circle: calculatePYForCircle,
42
- rectangle: calculatePYForRectangle,
43
- }
1
+ const HALF = 2
2
+
3
+ export function calculateLandingPosition(
4
+ entity,
5
+ target,
6
+ collisionGroup = "platform",
7
+ ) {
8
+ const entityShape = entity.collisions[collisionGroup]?.shape
9
+
10
+ if (CalculatePY[entityShape]) {
11
+ return CalculatePY[entityShape](entity, target, collisionGroup)
12
+ }
13
+
14
+ return calculatePYForPoint(entity, target, collisionGroup)
15
+ }
16
+
17
+ function calculatePYForPoint(entity, target, collisionGroup) {
18
+ const [, targetY] = target.position
19
+ const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
20
+ return targetY + targetHeight / HALF
21
+ }
22
+
23
+ function calculatePYForCircle(entity, target, collisionGroup) {
24
+ const entityRadius = entity.collisions[collisionGroup].radius ?? entity.radius
25
+
26
+ const [, targetY] = target.position
27
+ const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
28
+ return targetY + targetHeight / HALF + entityRadius
29
+ }
30
+
31
+ function calculatePYForRectangle(entity, target, collisionGroup) {
32
+ const [, entityHeight] = entity.collisions[collisionGroup].size ?? entity.size
33
+
34
+ const [, targetY] = target.position
35
+ const [, targetHeight] = target.collisions[collisionGroup].size ?? target.size
36
+ return targetY + targetHeight / HALF + entityHeight / HALF
37
+ }
38
+
39
+ const CalculatePY = {
40
+ point: calculatePYForPoint,
41
+ circle: calculatePYForCircle,
42
+ rectangle: calculatePYForRectangle,
43
+ }
@@ -1,80 +1,80 @@
1
- import { expect, test } from "vitest"
2
-
3
- import { calculateLandingPosition } from "./position.js"
4
-
5
- test("it should calculate the landing position for a point entity on a platform", () => {
6
- const entity = {
7
- collisions: {
8
- platform: { shape: "point" },
9
- },
10
- }
11
- const target = {
12
- position: [0, 0, 0],
13
- collisions: {
14
- platform: { size: [20, 10, 0] },
15
- },
16
- }
17
- const collisionGroup = "platform"
18
-
19
- const py = calculateLandingPosition(entity, target, collisionGroup)
20
-
21
- expect(py).toBe(5)
22
- })
23
-
24
- test("it should calculate the landing position for a circular entity on a platform", () => {
25
- const entity = {
26
- collisions: {
27
- platform: { shape: "circle", radius: 5 },
28
- },
29
- }
30
- const target = {
31
- position: [0, 0, 0],
32
- collisions: {
33
- platform: { size: [20, 10, 0] },
34
- },
35
- }
36
- const collisionGroup = "platform"
37
-
38
- const py = calculateLandingPosition(entity, target, collisionGroup)
39
-
40
- expect(py).toBe(10)
41
- })
42
-
43
- test("it should calculate the landing position for a rectangular entity on a platform", () => {
44
- const entity = {
45
- size: [10, 10, 0],
46
- collisions: {
47
- platform: { shape: "rectangle" },
48
- },
49
- }
50
- const target = {
51
- position: [0, 0, 0],
52
- collisions: {
53
- platform: { size: [20, 10, 0] },
54
- },
55
- }
56
- const collisionGroup = "platform"
57
-
58
- const py = calculateLandingPosition(entity, target, collisionGroup)
59
-
60
- expect(py).toBe(10)
61
- })
62
-
63
- test("it should fallback to a rectangular calculation for an unknown entity shape", () => {
64
- const entity = {
65
- collisions: {
66
- platform: { shape: "triangle" },
67
- },
68
- }
69
- const target = {
70
- position: [0, 0, 0],
71
- collisions: {
72
- platform: { size: [20, 10, 0] },
73
- },
74
- }
75
- const collisionGroup = "platform"
76
-
77
- const py = calculateLandingPosition(entity, target, collisionGroup)
78
-
79
- expect(py).toBe(5)
80
- })
1
+ import { expect, test } from "vitest"
2
+
3
+ import { calculateLandingPosition } from "./position.js"
4
+
5
+ test("it should calculate the landing position for a point entity on a platform", () => {
6
+ const entity = {
7
+ collisions: {
8
+ platform: { shape: "point" },
9
+ },
10
+ }
11
+ const target = {
12
+ position: [0, 0, 0],
13
+ collisions: {
14
+ platform: { size: [20, 10, 0] },
15
+ },
16
+ }
17
+ const collisionGroup = "platform"
18
+
19
+ const py = calculateLandingPosition(entity, target, collisionGroup)
20
+
21
+ expect(py).toBe(5)
22
+ })
23
+
24
+ test("it should calculate the landing position for a circular entity on a platform", () => {
25
+ const entity = {
26
+ collisions: {
27
+ platform: { shape: "circle", radius: 5 },
28
+ },
29
+ }
30
+ const target = {
31
+ position: [0, 0, 0],
32
+ collisions: {
33
+ platform: { size: [20, 10, 0] },
34
+ },
35
+ }
36
+ const collisionGroup = "platform"
37
+
38
+ const py = calculateLandingPosition(entity, target, collisionGroup)
39
+
40
+ expect(py).toBe(10)
41
+ })
42
+
43
+ test("it should calculate the landing position for a rectangular entity on a platform", () => {
44
+ const entity = {
45
+ size: [10, 10, 0],
46
+ collisions: {
47
+ platform: { shape: "rectangle" },
48
+ },
49
+ }
50
+ const target = {
51
+ position: [0, 0, 0],
52
+ collisions: {
53
+ platform: { size: [20, 10, 0] },
54
+ },
55
+ }
56
+ const collisionGroup = "platform"
57
+
58
+ const py = calculateLandingPosition(entity, target, collisionGroup)
59
+
60
+ expect(py).toBe(10)
61
+ })
62
+
63
+ test("it should fallback to a rectangular calculation for an unknown entity shape", () => {
64
+ const entity = {
65
+ collisions: {
66
+ platform: { shape: "triangle" },
67
+ },
68
+ }
69
+ const target = {
70
+ position: [0, 0, 0],
71
+ collisions: {
72
+ platform: { size: [20, 10, 0] },
73
+ },
74
+ }
75
+ const collisionGroup = "platform"
76
+
77
+ const py = calculateLandingPosition(entity, target, collisionGroup)
78
+
79
+ expect(py).toBe(5)
80
+ })