61 lines
1.6 KiB
TypeScript
61 lines
1.6 KiB
TypeScript
import { vec2 } from 'gl-matrix';
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import {
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id,
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StepCommand,
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settings,
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CommandExecutors,
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serializesTo,
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ProjectileBase,
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} from 'shared';
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import { ImmutableBoundingBox } from '../physics/bounding-boxes/immutable-bounding-box';
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import { CirclePhysical } from './circle-physical';
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import { Physical } from '../physics/physical';
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import { PhysicalContainer } from '../physics/containers/physical-container';
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@serializesTo(ProjectileBase)
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export class ProjectilePhysical extends ProjectileBase implements Physical {
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public readonly canCollide = true;
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public readonly isInverted = false;
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public readonly canMove = true;
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public object: CirclePhysical;
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protected commandExecutors: CommandExecutors = {
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[StepCommand.type]: this.step.bind(this),
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};
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constructor(
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center: vec2,
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radius: number,
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startingForce: vec2,
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readonly container: PhysicalContainer,
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) {
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super(id(), center, radius);
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this.object = new CirclePhysical(center, radius, this, container);
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this.object.applyForce(startingForce, 1000);
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}
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private _boundingBox?: ImmutableBoundingBox;
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public get boundingBox(): ImmutableBoundingBox {
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if (!this._boundingBox) {
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this._boundingBox = (this.object as CirclePhysical).boundingBox;
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}
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return this._boundingBox;
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}
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public get gameObject(): this {
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return this;
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}
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public distance(target: vec2): number {
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return this.object.distance(target);
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}
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public step(c: StepCommand) {
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const deltaTime = c.deltaTimeInMiliseconds / 1000;
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this.object.applyForce(settings.gravitationalForce, deltaTime);
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this.object.step(deltaTime);
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}
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}
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