Files
Tron.io/server/src/models/Player.ts
2021-01-28 17:49:49 +01:00

81 lines
2.6 KiB
TypeScript

import { Wall } from './Wall';
import { GameSettings } from './GameSettings';
export class Player {
private gameSettings = new GameSettings();
public bestScore = 0;
public angle = 0;
public score = 0;
public color = '#' + (0x1000000 + (Math.random()) * 0xffffff).toString(16).substr(1, 6);
public x = this.gameSettings.arenaSize * (0.25 + Math.random() * 0.5);
public y = this.gameSettings.arenaSize * (0.25 + Math.random() * 0.5);
public walls: Wall[] = [];
public lastWall = 0;
public state = 'ALIVE';
constructor (public id: string, public name: string) {
this.reset();
}
reset () {
this.score = 0;
this.color = '#' + (0x1000000 + (Math.random()) * 0xffffff).toString(16).substr(1, 6);
this.x = this.gameSettings.arenaSize * (0.25 + Math.random() * 0.5);
this.y = this.gameSettings.arenaSize * (0.25 + Math.random() * 0.5);
this.walls = [];
this.lastWall = 0;
this.state = 'ALIVE';
}
kill () {
this.state = 'DEAD';
if (this.bestScore < this.score) this.bestScore = this.score;
}
isOutOfBorders () {
return this.x - this.gameSettings.playerSize < 0 ||
this.x + this.gameSettings.playerSize > this.gameSettings.arenaSize ||
this.y - this.gameSettings.playerSize < 0 ||
this.y + this.gameSettings.playerSize > this.gameSettings.arenaSize
}
isCloseToWall (wallA: Wall, wallB: Wall) {
const xar = Math.min(wallA.x, wallB.x) - this.gameSettings.playerSize
const yar = Math.min(wallA.y, wallB.y) - this.gameSettings.playerSize
const xbr = Math.min(wallA.x, wallB.x) + this.gameSettings.playerSize
const ybr = Math.min(wallA.y, wallB.y) + this.gameSettings.playerSize
return ((this.x >= xar && this.x <= xbr) && (this.y >= yar && this.y <= ybr))
}
isCrossingLine (wallA: Wall, wallB: Wall) {
const xa = wallA.x
const ya = wallA.y
const xb = wallB.x
const yb = wallB.y
const xc = this.x
const yc = this.y
const radius = this.gameSettings.playerSize
return Math.abs((yb - ya) * xc - (xb - xa) * yc + xb * ya - yb * xa) / Math.sqrt(Math.pow(xb - xa, 2) + Math.pow(yb - ya, 2)) < radius
}
step (tickToSimulate: number) {
if (this.state === 'DEAD') return
for (let i = 0; i < tickToSimulate; i++) {
this.lastWall++
if (this.lastWall > this.gameSettings.wallUpdate) {
this.walls.push(new Wall(this.x, this.y))
this.score++
this.lastWall = 0
}
this.x = this.x + this.gameSettings.playerSpeed * Math.cos(this.angle)
this.y = this.y + this.gameSettings.playerSpeed * Math.sin(this.angle)
}
}
}