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<!DOCTYPE html> | ||
<html lang="en"> | ||
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<head> | ||
<meta charset="UTF-8"> | ||
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>LOL2D</title> | ||
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.min.js"></script> | ||
</head> | ||
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<body> | ||
<script src="main.js"></script> | ||
</body> | ||
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</html> |
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Core here |
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<!DOCTYPE html> | ||
<html lang="en"> | ||
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<head> | ||
<meta charset="UTF-8"> | ||
<meta http-equiv="X-UA-Compatible" content="IE=edge"> | ||
<meta name="viewport" content="width=device-width, initial-scale=1.0"> | ||
<title>LOL2D</title> | ||
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<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.min.js"></script> | ||
<style> | ||
body, | ||
html { | ||
width: 100vw; | ||
height: 100vh; | ||
display: flex; | ||
align-items: center; | ||
justify-content: center; | ||
} | ||
</style> | ||
</head> | ||
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<body> | ||
<script type="module" src="index.js"></script> | ||
</body> | ||
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</html> |
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import * as F from "./js/sketch.js"; | ||
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for (let key in F) { | ||
window[key] = F[key]; | ||
} |
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import { Vec2 } from "../utils/Vec2.js"; | ||
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export class GameObject { | ||
constructor( | ||
game, | ||
position = new Vec2(), | ||
collisionRadius = 40, | ||
pathingRadius = 40, | ||
visionRadius = 0, | ||
team = null | ||
) { | ||
this.game = game; | ||
this.position = position; | ||
this.direction = new Vec2(); | ||
this.collisionRadius = collisionRadius; | ||
this.pathingRadius = pathingRadius; | ||
this.visionRadius = visionRadius; | ||
this.team = team; | ||
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this.#toRemove = false; | ||
} | ||
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onAdded() {} | ||
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update() {} | ||
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lateUpdate() {} | ||
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isToRemove() { | ||
return this.#toRemove; | ||
} | ||
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setToRemove() { | ||
this.#toRemove = true; | ||
} | ||
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onRemoved() {} | ||
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setPosition(x, y) { | ||
this.position.set(x, y); | ||
} | ||
} |
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import { GameObject } from "./GameObject/GameObject.js"; | ||
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export function setup() { | ||
createCanvas(600, 500); | ||
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let a = new GameObject(); | ||
} | ||
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export function draw() { | ||
background(30); | ||
} |
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// https://gist.github.com/jjgrainger/808640fcb5764cf92c3cad960682c677 | ||
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export class Vec2 { | ||
constructor(x = 0, y = 0) { | ||
this.x = x; | ||
this.y = y; | ||
} | ||
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set(x, y) { | ||
this.x = x; | ||
this.y = y; | ||
} | ||
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// return the angle of the vector in radians | ||
getDirection() { | ||
return Math.atan2(this.y, this.x); | ||
} | ||
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// set the direction of the vector in radians | ||
setDirection(angle) { | ||
var magnitude = this.getMagnitude(); | ||
this.x = Math.cos(angle) * magnitude; | ||
this.y = Math.sin(angle) * magnitude; | ||
} | ||
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// get the magnitude of the vector | ||
getMagnitude() { | ||
// use pythagoras theorem to work out the magnitude of the vector | ||
return Math.sqrt(this.x * this.x + this.y * this.y); | ||
} | ||
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// set the magnitude of the vector | ||
setMagnitude(magnitude) { | ||
var direction = this.getDirection(); | ||
this.x = Math.cos(direction) * magnitude; | ||
this.y = Math.sin(direction) * magnitude; | ||
} | ||
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// add two vectors together and return a new one | ||
add(v2) { | ||
return new Vec2(this.x + v2.x, this.y + v2.y); | ||
} | ||
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// add a vector to this one | ||
addTo(v2) { | ||
this.x += v2.x; | ||
this.y += v2.y; | ||
} | ||
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// subtract two vectors and reutn a new one | ||
subtract(v2) { | ||
return new Vec2(this.x - v2.x, this.y - v2.y); | ||
} | ||
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// subtract a vector from this one | ||
subtractFrom(v2) { | ||
this.x -= v2.x; | ||
this.y -= v2.y; | ||
} | ||
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// multiply this vector by a scalar and return a new one | ||
multiply(scalar) { | ||
return new Vec2(this.x * scalar, this.y * scalar); | ||
} | ||
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// multiply this vector by the scalar | ||
multiplyBy(scalar) { | ||
this.x *= scalar; | ||
this.y *= scalar; | ||
} | ||
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// scale this vector by scalar and return a new vector | ||
divide(scalar) { | ||
return new Vec2(this.x / scalar, this.y / scalar); | ||
} | ||
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// scale this vector by scalar | ||
divideBy(scalar) { | ||
this.x /= scalar; | ||
this.y /= scalar; | ||
} | ||
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copy() { | ||
return new Vec2(this.x, this.y); | ||
} | ||
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// dot product of two vectors | ||
dotProduct(v2) { | ||
return this.x * v2.x + this.y * v2.y; | ||
} | ||
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// normalize a given vector | ||
normalize() { | ||
return new Vec2( | ||
this.x / Math.sqrt(this.x * this.x + this.y * this.y), | ||
this.y / Math.sqrt(this.x * this.x + this.y * this.y) | ||
); | ||
} | ||
} |
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// https://radzion.com/blog/linear-algebra/vectors | ||
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export const toDegrees = (radians) => (radians * 180) / Math.PI; | ||
export const toRadians = (degrees) => (degrees * Math.PI) / 180; | ||
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export class Vector { | ||
constructor(...components) { | ||
this.components = components; | ||
} | ||
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add({ components }) { | ||
return new Vector( | ||
...components.map( | ||
(component, index) => this.components[index] + component | ||
) | ||
); | ||
} | ||
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subtract({ components }) { | ||
return new Vector( | ||
...components.map( | ||
(component, index) => this.components[index] - component | ||
) | ||
); | ||
} | ||
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scaleBy(number) { | ||
return new Vector( | ||
...this.components.map((component) => component * number) | ||
); | ||
} | ||
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length() { | ||
return Math.hypot(...this.components); | ||
} | ||
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dotProduct({ components }) { | ||
return components.reduce( | ||
(acc, component, index) => acc + component * this.components[index], | ||
0 | ||
); | ||
} | ||
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normalize() { | ||
return this.scaleBy(1 / this.length()); | ||
} | ||
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haveSameDirectionWith(other) { | ||
const dotProduct = this.normalize().dotProduct(other.normalize()); | ||
return areEqual(dotProduct, 1); | ||
} | ||
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haveOppositeDirectionTo(other) { | ||
const dotProduct = this.normalize().dotProduct(other.normalize()); | ||
return areEqual(dotProduct, -1); | ||
} | ||
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isPerpendicularTo(other) { | ||
const dotProduct = this.normalize().dotProduct(other.normalize()); | ||
return areEqual(dotProduct, 0); | ||
} | ||
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// 3D vectors only | ||
crossProduct({ components }) { | ||
return new Vector( | ||
this.components[1] * components[2] - this.components[2] * components[1], | ||
this.components[2] * components[0] - this.components[0] * components[2], | ||
this.components[0] * components[1] - this.components[1] * components[0] | ||
); | ||
} | ||
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angleBetween(other) { | ||
return toDegrees( | ||
Math.acos(this.dotProduct(other) / (this.length() * other.length())) | ||
); | ||
} | ||
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negate() { | ||
return this.scaleBy(-1); | ||
} | ||
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projectOn(other) { | ||
const normalized = other.normalize(); | ||
return normalized.scaleBy(this.dotProduct(normalized)); | ||
} | ||
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withLength(newLength) { | ||
return this.normalize().scaleBy(newLength); | ||
} | ||
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equalTo({ components }) { | ||
return components.every((component, index) => | ||
areEqual(component, this.components[index]) | ||
); | ||
} | ||
} |