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actor.js
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actor.js
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class Actor extends AABBRect {
isOnGround = false;
constructor(x, y, w, h, speed, jumpForce) {
super(x, y, w, h);
this.speed = speed;
this.jumpForce = jumpForce;
this.groundChecker = new CollisionBox(0, 0, w-2, w/2);
this.updateGroundChecker();
}
update() {
this.updateGroundChecker();
}
updateGroundChecker() {
this.groundChecker.x = this.x + 1;
this.groundChecker.y = this.y + this.h - this.groundChecker.h/2;
}
updateOldPos() {
this.oldX = this.x;
this.oldY = this.y;
}
move() {
this.updateOldPos();
this.x += this.velX;
this.y += this.velY;
}
applyGravity() {
this.velY += GRAVITY;
this.velY = Math.min(this.velY, MAX_GRAVITY);
}
jump() {
this.velY = -this.jumpForce;
}
isInChunk(i, j) {
const cx = i * chunkSize
const cy = j * chunkSize
if (cx + chunkSize < this.x && cx + chunkSize < this.oldX) return false;
if (this.x + this.w < cx && this.oldX + this.w < cx) return false;
if (cy + chunkSize < this.y && cy + chunkSize < this.oldY) return false;
if (this.y + this.h < cy && this.oldY + this.h < cy) return false;
return true;
}
collide(chunks) {
this.isOnGround = false;
// collide with world borders
if (this.x < 0) this.x = 0;
if (this.x + this.w > worldWidth) this.x = worldWidth - this.w;
if (this.y < 0) this.y = 0;
if (this.y + this.h > worldHeight) this.y = worldHeight - this.h;
// invert j loop if player is moving up, to fix collision bug
let bj = 0;
let ej = worldChunksHeight;
let inc = 1;
let condition = (j) => { return j < ej; };
if (this.velY < 0) {
bj = worldChunksHeight-1;
ej = 0;
inc = -1;
condition = (j) => { return j >= ej; };
}
for (let j = bj; condition(j); j += inc) {
for (let i = 0; i < worldChunksWidth; i++) {
if (this.isInChunk(i, j)) {
const index = j * worldChunksWidth + i;
this.collideChunk(i, j, chunks[index]);
}
}
}
}
collideChunk(i, j, chunk) {
const cx = i * chunkSize;
const cy = j * chunkSize;
// get min pos of top left corner, with cur pos and old pos
// get max pos of bottom right corner, with cur pos and old pos
// to reduce the area to check collision
const pos0InChunk = {
x: Math.min(this.x, this.oldX) - cx,
y: Math.min(this.y, this.oldY) - cy,
};
const pos1InChunk = {
x: Math.max(this.x, this.oldX) + this.w - cx,
y: Math.max(this.y, this.oldY) + this.h - cy,
};
// tile range to check collision
// leftmostTileIndexToCheckCollisionWithActor ...
const leftmostTile = Math.max( Math.floor(pos0InChunk.x/tileSize), 0 );
const rightmostTile = Math.min( Math.floor(pos1InChunk.x/tileSize)+1, chunkTilesSize );
const topmostTile = Math.max( Math.floor(pos0InChunk.y/tileSize), 0 );
const bottommostTile = Math.min( Math.floor(pos1InChunk.y/tileSize)+1, chunkTilesSize );
// use these vars to invert loop
// if actor is moving up, to fix a bug collision
let tjb = topmostTile; // begin tile j
let tje = bottommostTile; // end tile j
let inc = 1;
let condition = (tj) => { return tj < tje };
if (this.velY < 0) {
tjb = bottommostTile-1;
tje = topmostTile;
inc = -1;
condition = (tj) => { return tj >= tje; };
}
//for (let tj = topmostTile; tj < bottommostTile; tj++) {
for (let tj = tjb; condition(tj); tj += inc) {
const ty = cy + tj * tileSize;
for (let ti = leftmostTile; ti < rightmostTile; ti++) {
const tIndex = tj * chunkTilesSize + ti;
const tile = chunk[tIndex];
// block don't have collision
if (!blocks[tile.id].collide) continue;
const tx = cx + ti * tileSize;
// horizontal collision
if (!(this.x >= tx + tileSize || this.x + this.w <= tx)) {
// tile bottom-actor top collision
if (this.oldY >= ty + tileSize && this.y < ty + tileSize) {
this.y = ty + tileSize;
this.velY = 0;
}
// tile top
if (this.oldY + this.h <= ty && this.y + this.h > ty) {
this.y = ty - this.h;
this.velY = 0;
}
}
// vertical collision
if (!(this.y >= ty + tileSize || this.y + this.h <= ty)) {
// tile right
if (this.oldX >= tx + tileSize && this.x < tx + tileSize) {
this.x = tx + tileSize;
this.velX = 0;
}
// tile left
if (this.oldX + this.w <= tx && this.x + this.w > tx) {
this.x = tx - this.w;
this.velX = 0;
}
}
if (this.groundChecker.collideTile(tx, ty)) this.isOnGround = true;
}
}
}
}