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Player.js
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Player.js
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let minJumpSpeed = 5
let maxJumpSpeed = 22
let maxJumpTimer = 30
let jumpSpeedHorizontal = 8
let terminalVelocity = 20
let gravity = 0.6;
let runSpeed = 4;
let maxBlizzardForce = 0.3;
let blizzardMaxSpeedHoldTime = 150
let blizzardAccelerationMagnitude = 0.003;
let blizzardImageSpeedMultiplier = 50;
let iceFrictionAcceleration = 0.2;
let playerIceRunAcceleration = 0.2;
let mutePlayers = true;
class PlayerState {
constructor() {
this.currentPos = createVector(width / 2, height - 200); // this is the top left corner of the hitbox
this.currentSpeed = createVector(0, 0);
this.isOnGround = false;
this.blizzardForce = 0;
this.blizzardForceAccelerationDirection = 1;
this.maxBlizzardForceTimer = 0;
this.snowImagePosition = 0;
this.bestHeightReached = 0;
this.bestLevelReached = 0;
this.reachedHeightAtStepNo = 0;
this.bestLevelReachedOnActionNo = 0;
this.brainActionNumber = 0
this.currentLevelNo = 0;
this.jumpStartingHeight = 0;
this.facingRight = true;
this.isWaitingToStartAction = false;
this.actionStarted = false;
}
getStateFromPlayer(player) {
this.currentPos = player.currentPos.copy();
this.currentSpeed = player.currentSpeed.copy();
this.isOnGround = player.isOnGround
this.blizzardForce = player.blizzardForce;
this.blizzardForceAccelerationDirection = player.blizzardForceAccelerationDirection;
this.maxBlizzardForceTimer = player.maxBlizzardForceTimer;
this.snowImagePosition = player.snowImagePosition;
this.bestHeightReached = player.bestHeightReached;
this.bestLevelReached = player.bestLevelReached;
this.reachedHeightAtStepNo = player.reachedHeightAtStepNo;
this.bestLevelReachedOnActionNo = player.bestLevelReachedOnActionNo;
this.brainActionNumber = player.brain.currentInstructionNumber;
this.currentLevelNo = player.currentLevelNo;
this.jumpStartingHeight = player.jumpStartingHeight;
this.facingRight = player.facingRight;
this.isWaitingToStartAction = player.isWaitingToStartAction;
this.actionStarted = player.actionStarted;
}
loadStateToPlayer(player) {
player.currentPos = this.currentPos.copy();
player.currentSpeed = this.currentSpeed.copy();
player.isOnGround = this.isOnGround
player.blizzardForce = this.blizzardForce;
player.blizzardForceAccelerationDirection = this.blizzardForceAccelerationDirection;
player.maxBlizzardForceTimer = this.maxBlizzardForceTimer;
player.snowImagePosition = this.snowImagePosition;
// player.blizzardForce = 0;
// player.blizzardForceAccelerationDirection = 1;
// player.maxBlizzardForceTimer = 0;
// player.snowImagePosition = 0;
player.bestHeightReached = this.bestHeightReached;
player.bestLevelReached = this.bestLevelReached;
player.reachedHeightAtStepNo = this.reachedHeightAtStepNo;
player.bestLevelReachedOnActionNo = this.bestLevelReachedOnActionNo;
player.brain.currentInstructionNumber = this.brainActionNumber;
player.currentLevelNo = this.currentLevelNo;
player.jumpStartingHeight = this.jumpStartingHeight;
player.facingRight = this.facingRight;
// player.isWaitingToStartAction = this.isWaitingToStartAction;
// player.actionStarted = this.actionStarted;
}
clone() {
let clone = new PlayerState();
clone.currentPos = this.currentPos.copy();
clone.currentSpeed = this.currentSpeed.copy();
clone.isOnGround = this.isOnGround
clone.blizzardForce = this.blizzardForce;
clone.blizzardForceAccelerationDirection = this.blizzardForceAccelerationDirection;
clone.maxBlizzardForceTimer = this.maxBlizzardForceTimer;
clone.snowImagePosition = this.snowImagePosition;
clone.bestHeightReached = this.bestHeightReached;
clone.bestLevelReached = this.bestLevelReached;
clone.reachedHeightAtStepNo = this.reachedHeightAtStepNo;
clone.bestLevelReachedOnActionNo = this.bestLevelReachedOnActionNo;
clone.brainActionNumber = this.brainActionNumber;
clone.currentLevelNo = this.currentLevelNo;
clone.jumpStartingHeight = this.jumpStartingHeight;
clone.facingRight = this.facingRight;
// clone.isWaitingToStartAction = this.isWaitingToStartAction;
// clone.actionStarted = this.actionStarted;
return clone;
}
}
class Player {
constructor() {
this.width = 50;
this.height = 65;
// this.currentPos = createVector(width / 2, height - 200); // this is the top left corner of the hitbox
this.currentPos = createVector(width / 2, height - 200); // this is the top left corner of the hitbox
this.currentSpeed = createVector(0, 0);
this.isOnGround = false;
this.jumpHeld = false;
this.jumpTimer = 0;
this.leftHeld = false;
this.rightHeld = false;
this.facingRight = true;
this.hasBumped = false;
this.isRunning = false;
this.isSlidding = false;
this.currentRunIndex = 1;
this.runCycle = [run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run1Image, run2Image, run2Image, run2Image, run2Image, run2Image, run2Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run3Image, run2Image, run2Image, run2Image, run2Image, run2Image, run2Image]
this.sliddingRight = false;
// this.currentLevel = null;
this.currentLevelNo = 0;
this.jumpStartingHeight = 0;
this.hasFallen = false;
this.blizzardForce = 0;
this.blizzardForceAccelerationDirection = 1;
this.maxBlizzardForceTimer = 0;
this.snowImagePosition = 0;
// ai shit
this.aiActionTimer = 0;
this.aiActionMaxTime = 0;
this.isWaitingToStartAction = false;
this.actionStarted = false;
this.brain = new Brain(startingPlayerActions);
this.currentAction = null;
this.playersDead = false;
this.previousSpeed = createVector(0, 0);
this.bestHeightReached = 0;
this.bestLevelReached = 0;
this.reachedHeightAtStepNo = 0;
this.bestLevelReachedOnActionNo = 0;
//
// this.jumpSound = loadSound('sounds/jump.mp3')
// this.fallSound = loadSound('sounds/fall.mp3')
// bumpSound = loadSound('sounds/bump.mp3')
// landSound = loadSound('sounds/land.mp3')
this.fitness = 0;
this.hasFinishedInstructions = false;
this.fellToPreviousLevel = false;
this.fellOnActionNo = 0;
this.playerStateAtStartOfBestLevel = new PlayerState();
this.getNewPlayerStateAtEndOfUpdate = false;
this.parentReachedBestLevelAtActionNo = 0;
this.numberOfCoinsPickedUp = 0;
this.coinsPickedUpIndexes = [];
this.maxCollisionChecks = 20;
this.currentNumberOfCollisionChecks = 0;
this.progressionCoinPickedUp = false;
}
ResetPlayer() {
this.currentPos = createVector(width / 2, height - 200); // this is the top left corner of the hitbox
this.currentSpeed = createVector(0, 0);
this.isOnGround = false;
this.jumpHeld = false;
this.jumpTimer = 0;
this.leftHeld = false;
this.rightHeld = false;
this.facingRight = true;
this.hasBumped = false;
this.isRunning = false;
this.isSlidding = false;
this.currentRunIndex = 1;
this.sliddingRight = false;
// this.currentLevel = null;
this.currentLevelNo = 0;
this.jumpStartingHeight = 0;
this.hasFallen = false;
this.blizzardForce = 0;
this.blizzardForceAccelerationDirection = 1;
this.maxBlizzardForceTimer = 0;
this.snowImagePosition = 0;
// ai shit
this.aiActionTimer = 0;
this.aiActionMaxTime = 0;
this.isWaitingToStartAction = false;
this.actionStarted = false;
this.brain.currentInstructionNumber = 0;
this.currentAction = null;
this.playersDead = false;
this.previousSpeed = createVector(0, 0)
this.bestHeightReached = 0;
this.reachedHeightAtStepNo = 0;
this.fitness = 0;
this.hasFinishedInstructions = false;
}
clone() {
let clone = new Player();
clone.brain = this.brain.clone();
clone.playerStateAtStartOfBestLevel = this.playerStateAtStartOfBestLevel.clone();
clone.brain.parentReachedBestLevelAtActionNo = this.bestLevelReachedOnActionNo;
return clone;
}
loadStartOfBestLevelPlayerState() {
this.playerStateAtStartOfBestLevel.loadStateToPlayer(this);
}
CalculateFitness() {
// current best fitness max just including height is 640,000, getting a coin has to be the most important thing so
let coinValue = 500000;
let heightThisLevel = (this.bestHeightReached - (height * this.bestLevelReached));
this.fitness = heightThisLevel * heightThisLevel + coinValue * this.numberOfCoinsPickedUp;
}
Update() {
if (this.playersDead)//|| this.hasFinishedInstructions)
return;
let currentLines = levels[this.currentLevelNo].lines;
if (!testingSinglePlayer && !this.hasFinishedInstructions) {
this.UpdateAIAction()
}
this.UpdatePlayerSlide(currentLines);
this.ApplyGravity()
this.ApplyBlizzardForce();
this.UpdatePlayerRun(currentLines);
this.currentPos.add(this.currentSpeed);
this.previousSpeed = this.currentSpeed.copy();
this.currentNumberOfCollisionChecks = 0;
this.CheckCollisions(currentLines)
this.UpdateJumpTimer()
this.CheckForLevelChange();
this.CheckForCoinCollisions();
if (this.getNewPlayerStateAtEndOfUpdate) {
if (this.currentLevelNo !== 37) {
this.playerStateAtStartOfBestLevel.getStateFromPlayer(this);
}
this.getNewPlayerStateAtEndOfUpdate = false;
}
}
ApplyGravity() {
if (!this.isOnGround) {
if (this.isSlidding) {
this.currentSpeed.y = min(this.currentSpeed.y + gravity * 0.5, terminalVelocity * 0.5);
if (this.sliddingRight) {
this.currentSpeed.x = min(this.currentSpeed.x + gravity * 0.5, terminalVelocity * 0.5);
} else {
this.currentSpeed.x = max(this.currentSpeed.x - gravity * 0.5, -terminalVelocity * 0.5);
}
} else {
this.currentSpeed.y = min(this.currentSpeed.y + gravity, terminalVelocity);
}
}
}
ApplyBlizzardForce() {
// if(!levels[this.currentLevelNo].isBlizzardLevel)
// return;
if (abs(this.blizzardForce) >= maxBlizzardForce) {
this.maxBlizzardForceTimer += 1;
if (this.maxBlizzardForceTimer > blizzardMaxSpeedHoldTime) {
this.blizzardForceAccelerationDirection *= -1;
this.maxBlizzardForceTimer = 0;
}
}
this.blizzardForce += this.blizzardForceAccelerationDirection * blizzardAccelerationMagnitude;
// if the blizzard is faster than max blizzard force
if (abs(this.blizzardForce) > maxBlizzardForce) {
this.blizzardForce = maxBlizzardForce * this.blizzardForceAccelerationDirection;
}
this.snowImagePosition += this.blizzardForce * blizzardImageSpeedMultiplier;
if (!this.isOnGround && levels[this.currentLevelNo].isBlizzardLevel) {
this.currentSpeed.x += this.blizzardForce;
}
}
CheckCollisions(currentLines) {
let collidedLines = [];
for (let i = 0; i < currentLines.length; i++) {
if (this.IsCollidingWithLine(currentLines[i])) {
collidedLines.push(currentLines[i]);
}
}
let chosenLine = this.GetPriorityCollision(collidedLines)
let potentialLanding = false;
if (chosenLine == null) return;
if (chosenLine.isHorizontal) {
if (this.IsMovingDown()) {
// so the player has potentially landed
//correct the position first then player has landed
this.currentPos.y = chosenLine.y1 - this.height;
if (collidedLines.length > 1) {
potentialLanding = true;
if (levels[this.currentLevelNo].isIceLevel) {
this.currentSpeed.y = 0;
if (this.IsMovingRight()) {
this.currentSpeed.x -= iceFrictionAcceleration;
} else {
this.currentSpeed.x += iceFrictionAcceleration;
}
} else {
this.currentSpeed = createVector(0, 0)
}
// print("potentail landing on nooooooo")
} else {
this.playerLanded();
}
} else {
// if moving up then we've hit a roof and we bounce off
this.currentSpeed.y = 0 - this.currentSpeed.y / 2;
// ok we gonna need to snap this shit
this.currentPos.y = chosenLine.y1;
if (!mutePlayers || testingSinglePlayer) {
bumpSound.playMode('sustain');
bumpSound.play();
}
}
} else if (chosenLine.isVertical) {
if (this.IsMovingRight()) {
this.currentPos.x = chosenLine.x1 - this.width;
} else if (this.IsMovingLeft()) {
this.currentPos.x = chosenLine.x1;
} else {
//ok so fuck
//this.bad = true
// this means we've hit a wall but we arent moving left or right
// meaning we prioritised the floor first which stopped our velocity
// so we need a variable to store the speed we had before any transions were made
if (this.previousSpeed.x > 0) {
this.currentPos.x = chosenLine.x1 - this.width;
} else {
this.currentPos.x = chosenLine.x1;
}
}
this.currentSpeed.x = 0 - this.currentSpeed.x / 2;
if (!this.isOnGround) {
this.hasBumped = true;
if (!mutePlayers|| testingSinglePlayer) {
bumpSound.playMode('sustain');
bumpSound.play();
}
}
} else {
this.isSlidding = true;
this.hasBumped = true;
if (chosenLine.diagonalCollisionInfo.collisionPoints.length === 2) {
let midpoint = chosenLine.diagonalCollisionInfo.collisionPoints[0].copy();
midpoint.add(chosenLine.diagonalCollisionInfo.collisionPoints[1].copy());
midpoint.mult(0.5);
let left = chosenLine.diagonalCollisionInfo.leftSideOfPlayerCollided;
let right = chosenLine.diagonalCollisionInfo.rightSideOfPlayerCollided;
let top = chosenLine.diagonalCollisionInfo.topSideOfPlayerCollided;
let bottom = chosenLine.diagonalCollisionInfo.bottomSideOfPlayerCollided;
let playerCornerPos = null;
if (top && left) {
// print("t and l")
playerCornerPos = this.currentPos.copy();
}
if (top && right) {
// print("t and r")
playerCornerPos = this.currentPos.copy();
playerCornerPos.x += this.width;
}
if (bottom && left) {
// print("b and l")
playerCornerPos = this.currentPos.copy();
playerCornerPos.y += this.height;
this.sliddingRight = true;
}
if (bottom && right) {
// print("b and r")
playerCornerPos = this.currentPos.copy();
playerCornerPos.y += this.height;
playerCornerPos.x += this.width;
this.sliddingRight = false;
}
let correctionX = 0;
let correctionY = 0;
if (playerCornerPos === null) {
print("fuck");
print(left, right, top, bottom);
playerCornerPos = this.currentPos.copy();
if (this.IsMovingDown()) {
playerCornerPos.y += this.height;
}
if (this.IsMovingRight()) {
playerCornerPos.x += this.width;
}
}
correctionX = midpoint.x - playerCornerPos.x;
correctionY = midpoint.y - playerCornerPos.y;
this.currentPos.x += correctionX;
this.currentPos.y += correctionY;
// this.currentPos.x += correctionX>0 ? 1:-1;
// this.currentPos.y += correctionY>0 ? 1:-1;
//get the current speed based on the dot product of the current veloctiy with the line
let lineVector = createVector(chosenLine.x2 - chosenLine.x1, chosenLine.y2 - chosenLine.y1)
lineVector.normalize();
// print(lineVector);
let speedMagnitude = p5.Vector.dot(this.currentSpeed, lineVector);
// print(this.currentSpeed)
this.currentSpeed = p5.Vector.mult(lineVector, speedMagnitude);
// print(speedMagnitude,lineVector,this.currentSpeed)
// this.currentSpeed.x = 0.5*gravity;
// this.currentSpeed.y = 0.5*gravity;
if (top) {
this.currentSpeed = createVector(0, 0)
this.isSlidding = false;
}
} else {
let left = chosenLine.diagonalCollisionInfo.leftSideOfPlayerCollided;
let right = chosenLine.diagonalCollisionInfo.rightSideOfPlayerCollided;
let top = chosenLine.diagonalCollisionInfo.topSideOfPlayerCollided;
let bottom = chosenLine.diagonalCollisionInfo.bottomSideOfPlayerCollided;
let playerCornerPos = null;
if (top) {// bounce off the point as if it were horizontal
// print("top only");
let closestPointY = max(chosenLine.y1, chosenLine.y2)
this.currentPos.y = closestPointY + 1;
this.currentSpeed.y = 0 - this.currentSpeed.y / 2;
}
if (bottom) {//treat like floor
// print("bottome only");
let closestPointY = min(chosenLine.y1, chosenLine.y2)
// this.isOnGround = true
this.currentSpeed = createVector(0, 0)
// ok we gonna need to snap this shit
this.currentPos.y = closestPointY - this.height - 1;
}
if (left) {// treat like a left wall
// print('left only')
this.currentPos.x = max(chosenLine.x1, chosenLine.x2) + 1;
if (this.IsMovingLeft())
this.currentSpeed.x = 0 - this.currentSpeed.x / 2;
if (!this.isOnGround) this.hasBumped = true;
}
if (right) {// treat like a right wall
// print("right only")
this.currentPos.x = min(chosenLine.x1, chosenLine.x2) - this.width - 1;
if (this.IsMovingRight())
this.currentSpeed.x = 0 - this.currentSpeed.x / 2;
if (!this.isOnGround) this.hasBumped = true;
}
}
}
if (collidedLines.length > 1) {
// print(chosenLine)
this.currentNumberOfCollisionChecks += 1;
if (this.currentNumberOfCollisionChecks > this.maxCollisionChecks) {
this.hasFinishedInstructions = true;
this.playersDead = true;
} else {
this.CheckCollisions(currentLines);
}
//ok so this is gonna need some splaining.
// so if we've "landed" but it wasnt the last correction then we need to check again if the dude has landed
// just incase the corrections have moved him off the surface
if (potentialLanding) {
if (this.IsPlayerOnGround(currentLines)) {
this.playerLanded();
}
}
}
}
Show() {
if (this.playersDead)
return;
push();
//if on the previous level and is up the top, then show
if (!replayingBestPlayer) {
if (this.currentLevelNo === population.showingLevelNo - 1) {
if (this.currentPos.y < this.height) {
translate(0, height);
} else {
pop();
return;
}
}
}
translate(this.currentPos.x, this.currentPos.y);
// if (this.jumpHeld) {
// // this.height = this.height / 2
// // translate(0, this.height)
// image(squatImage,-20,-35 );
//
// }else{
let imageToUse = this.GetImageToUseBasedOnState();
if (!this.facingRight) {
push()
scale(-1, 1);
if (this.hasBumped) {
image(imageToUse, -70, -30);
} else if (imageToUse == jumpImage || imageToUse == fallImage) {
image(imageToUse, -70, -28);
} else {
image(imageToUse, -70, -35);
}
pop()
} else {
if (this.hasBumped) {
image(imageToUse, -20, -30);
} else if (imageToUse == jumpImage || imageToUse == fallImage) {
image(imageToUse, -20, -28);
} else {
image(imageToUse, -20, -35);
}
}
//
// fill(255, 0, 0);
// noFill();
// stroke(255,0,0);
// strokeWeight(2);
// // noStroke()
// rect(0, 0, this.width, this.height);
// if (this.jumpHeld) {
// this.height = this.height * 2
// }
pop();
//show snow
if (levels[this.currentLevelNo].isBlizzardLevel && (!alreadyShowingSnow||testingSinglePlayer)) {
let snowDrawPosition = this.snowImagePosition;
while (snowDrawPosition <= 0) {
snowDrawPosition += width;
}
snowDrawPosition = snowDrawPosition % width;
// let snowYPosition = (frameCount/2) % height;
image(snowImage, snowDrawPosition, 0);
image(snowImage, snowDrawPosition - width, 0);
// image(snowImage, snowDrawPosition, snowYPosition- height);
// image(snowImage, snowDrawPosition - width, snowYPosition- height);
alreadyShowingSnow = true;
}
}
Jump() {
if (!this.isOnGround) {
return;
}
let verticalJumpSpeed = map(this.jumpTimer, 0, maxJumpTimer, minJumpSpeed, maxJumpSpeed)
// print(this.jumpTimer,minJumpSpeed,maxJumpSpeed,verticalJumpSpeed )
if (this.leftHeld) {
this.currentSpeed = createVector(-jumpSpeedHorizontal, -verticalJumpSpeed)
this.facingRight = false;
} else if (this.rightHeld) {
this.currentSpeed = createVector(jumpSpeedHorizontal, -verticalJumpSpeed)
this.facingRight = true;
} else {
this.currentSpeed = createVector(0, -verticalJumpSpeed)
}
this.hasFallen = false;
this.isOnGround = false
// print(this.jumpTimer);
this.jumpTimer = 0
this.jumpStartingHeight = (height - this.currentPos.y) + height * this.currentLevelNo;
if (!mutePlayers|| testingSinglePlayer) {
jumpSound.playMode('sustain');
jumpSound.play();
}
}
// to determine if we are colliding with any walls or shit we need to do some collision detection
// this is done by taking the collision of the 4 lines that make up the hitbox
IsCollidingWithLine(l) {
if (l.isHorizontal) {
var isRectWithinLineX = (l.x1 < this.currentPos.x && this.currentPos.x < l.x2) || (l.x1 < this.currentPos.x + this.width && this.currentPos.x + this.width < l.x2) || (this.currentPos.x < l.x1 && l.x1 < this.currentPos.x + this.width) || (this.currentPos.x < l.x2 && l.x2 < this.currentPos.x + this.width);
var isRectWithinLineY = this.currentPos.y < l.y1 && l.y1 < this.currentPos.y + this.height;
// if (isRectWithinLineX && isRectWithinLineY) {
// print(this.currentPos.x, l.x1, l.x2)
// print(isRectWithinLineX, isRectWithinLineY)
// }
return isRectWithinLineX && isRectWithinLineY;
} else if (l.isVertical) {
isRectWithinLineY = (l.y1 < this.currentPos.y && this.currentPos.y < l.y2) || (l.y1 < this.currentPos.y + this.height && this.currentPos.y + this.height < l.y2) || (this.currentPos.y < l.y1 && l.y1 < this.currentPos.y + this.height) || (this.currentPos.y < l.y2 && l.y2 < this.currentPos.y + this.height);
isRectWithinLineX = this.currentPos.x < l.x1 && l.x1 < this.currentPos.x + this.width;
// if (isRectWithinLineX && isRectWithinLineY) {
// print(this.currentPos.x, l.x1, l.x2)
// print(isRectWithinLineX, isRectWithinLineY)
// }
return isRectWithinLineX && isRectWithinLineY;
} else {
// ok so we need to check each side of the
// wait i just realized there is no way that only the l or r side is touching the digonal
//wait there might be hold on
// ok jsut check all of them
let tl = this.currentPos.copy();
let tr = tl.copy();
tr.x += this.width;
let bl = tl.copy();
bl.y += this.height - 1;
let br = bl.copy();
br.x += this.width;
let leftCollision = AreLinesColliding(tl.x, tl.y, bl.x, bl.y, l.x1, l.y1, l.x2, l.y2);
let rightCollision = AreLinesColliding(tr.x, tr.y, br.x, br.y, l.x1, l.y1, l.x2, l.y2);
let topCollision = AreLinesColliding(tl.x, tl.y, tr.x, tr.y, l.x1, l.y1, l.x2, l.y2);
let bottomCollision = AreLinesColliding(bl.x, bl.y, br.x, br.y, l.x1, l.y1, l.x2, l.y2);
if (leftCollision[0] || rightCollision[0] || topCollision[0] || bottomCollision[0]) {
let collisionInfo = new DiagonalCollisionInfo();
collisionInfo.leftSideOfPlayerCollided = leftCollision[0]
collisionInfo.rightSideOfPlayerCollided = rightCollision[0];
collisionInfo.topSideOfPlayerCollided = topCollision[0];
collisionInfo.bottomSideOfPlayerCollided = bottomCollision[0];
if (leftCollision[0])
collisionInfo.collisionPoints.push(createVector(leftCollision[1], leftCollision[2]))
if (rightCollision[0])
collisionInfo.collisionPoints.push(createVector(rightCollision[1], rightCollision[2]))
if (topCollision[0])
collisionInfo.collisionPoints.push(createVector(topCollision[1], topCollision[2]))
if (bottomCollision[0])
collisionInfo.collisionPoints.push(createVector(bottomCollision[1], bottomCollision[2]))
l.diagonalCollisionInfo = collisionInfo;
return true;
} else {
return false;
}
}
}
UpdateJumpTimer() {
if (this.isOnGround && this.jumpHeld && this.jumpTimer < maxJumpTimer) {
this.jumpTimer += 1
}
}
IsMovingUp() {
return this.currentSpeed.y < 0;
}
IsMovingDown() {
return this.currentSpeed.y > 0;
}
IsMovingLeft() {
return this.currentSpeed.x < 0;
}
IsMovingRight() {
return this.currentSpeed.x > 0;
}
GetImageToUseBasedOnState() {
if (this.jumpHeld && this.isOnGround) return squatImage;
if (this.hasFallen) return fallenImage;
if (this.hasBumped) return oofImage;
if (this.currentSpeed.y < 0) return jumpImage;
if (this.isRunning) {
this.currentRunIndex += 1;
if (this.currentRunIndex >= this.runCycle.length) this.currentRunIndex = 0;
return (this.runCycle[this.currentRunIndex])
}
if (this.isOnGround) return idleImage;
return fallImage;
}
UpdatePlayerSlide(currentLines) {
if (this.isSlidding) {
if (!this.IsPlayerOnDiagonal(currentLines)) {
// print("NOT SLIDDING")
this.isSlidding = false;
}
}
}
UpdatePlayerRun(currentLines) {
this.isRunning = false;
let runAllowed = (!levels[this.currentLevelNo].isBlizzardLevel || this.currentLevelNo === 31 || this.currentLevelNo == 25);
if (this.isOnGround) {
if (!this.IsPlayerOnGround(currentLines)) {
this.isOnGround = false;
return;
}
if (!this.jumpHeld) {
if (this.rightHeld && runAllowed) {
this.hasFallen = false;
this.isRunning = true;
this.facingRight = true;
if (!levels[this.currentLevelNo].isIceLevel) {
this.currentSpeed = createVector(runSpeed, 0);
} else {
this.currentSpeed.x += playerIceRunAcceleration;
this.currentSpeed.x = min(runSpeed, this.currentSpeed.x);
}
} else if (this.leftHeld && runAllowed) {
this.hasFallen = false;
this.isRunning = true;
this.facingRight = false;
if (!levels[this.currentLevelNo].isIceLevel) {
this.currentSpeed = createVector(-runSpeed, 0);
} else {
this.currentSpeed.x -= playerIceRunAcceleration;
this.currentSpeed.x = max(0 - runSpeed, this.currentSpeed.x);
}
} else {
if (!levels[this.currentLevelNo].isIceLevel) {
this.currentSpeed = createVector(0, 0);
} else {
this.currentSpeed.y = 0;
if (this.IsMovingRight()) {
this.currentSpeed.x -= iceFrictionAcceleration;
} else {
this.currentSpeed.x += iceFrictionAcceleration;
}
if (abs(this.currentSpeed.x) <= iceFrictionAcceleration) {
this.currentSpeed.x = 0;
}
}
}
} else {
if (!levels[this.currentLevelNo].isIceLevel) {
this.currentSpeed = createVector(0, 0);
} else {
this.currentSpeed.y = 0;
if (this.IsMovingRight()) {
this.currentSpeed.x -= iceFrictionAcceleration;
} else {
this.currentSpeed.x += iceFrictionAcceleration;
}
if (abs(this.currentSpeed.x) <= iceFrictionAcceleration) {
this.currentSpeed.x = 0;
}
}
}
}
}
IsPlayerOnGround(currentLines) {
this.currentPos.y += 1;
for (let i = 0; i < currentLines.length; i++) {
if (currentLines[i].isHorizontal && this.IsCollidingWithLine(currentLines[i])) {
this.currentPos.y -= 1;
return true;
}
}
this.currentPos.y -= 1;
return false;
}
IsPlayerOnDiagonal(currentLines) {
this.currentPos.y += 5;
for (let i = 0; i < currentLines.length; i++) {
if (currentLines[i].isDiagonal && this.IsCollidingWithLine(currentLines[i])) {
this.currentPos.y -= 5;
return true;
}
}
this.currentPos.y -= 5;
return false;
}
GetPriorityCollision(collidedLines) {
// FIRST EDGE CASES BECAUse I SUCK AT CODING
//ok so this is gonna need some explaining, i know there is probably a better fix but i think this will work
//ok so if we are going up and then we hit a verticle and a horizontal and if the midpoint of the vert is lower then
// we need to do the verticle one first because that should be blocking the horizontal one
if (collidedLines.length === 2) {
let vert = null
let horiz = null;
let diag = null;
if (collidedLines[0].isVertical) vert = collidedLines[0]
if (collidedLines[0].isHorizontal) horiz = collidedLines[0]
if (collidedLines[0].isDiagonal) diag = collidedLines[0]
if (collidedLines[1].isVertical) vert = collidedLines[1]
if (collidedLines[1].isHorizontal) horiz = collidedLines[1]
if (collidedLines[1].isDiagonal) diag = collidedLines[1]
if (vert != null && horiz != null) {
if (this.IsMovingUp()) {
if (vert.midPoint.y > horiz.midPoint.y) {
return vert;
} else {
// return horiz;
}
} else {
// if(vert.midPoint.y < horiz.midPoint.y ){
// return vert;
// }else{
// // return horiz;
// }
}
}
if (horiz != null && diag != null) {
// if (this.IsMovingDown()) {
//if the digonal one is below the horizontal then always prefer the horiz
if (diag.midPoint.y > horiz.midPoint.y) {
return horiz;
}
}
}
// check the inverse of the velocity to see if the corrections fit in the range
let maxAllowedXCorrection = 0 - this.currentSpeed.x;
let maxAllowedYCorrection = 0 - this.currentSpeed.y;
//if multiple collisions detected use the one that requires the least correction
let minCorrection = 10000;
let maxCorrection = 0;
let chosenLine = null;
if (collidedLines.length === 0) return null;
chosenLine = collidedLines[0];
if (collidedLines.length > 1) {
for (let l of collidedLines) {
let directedCorrection = createVector(0, 0)
let correction = 10000;
if (l.isHorizontal) {
if (this.IsMovingDown()) {
directedCorrection.y = l.y1 - (this.currentPos.y + this.height)
correction = abs(directedCorrection)
correction = abs(this.currentPos.y - (l.y1 - this.height))
} else {
// if moving up then we've hit a roof and we bounce off
directedCorrection.y = l.y1 - this.currentPos.y;
correction = abs(this.currentPos.y - l.y1);