#2150 map improvement
This commit is contained in:
parent
b105c9ddff
commit
d69c194cd3
@ -111,14 +111,22 @@ export default {
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if(n){ // opened
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this.openClose(true);
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}else{ // closed
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this.openClose(false)
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this.openClose(false);
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}
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},
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deep: true
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},
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opened_concernement: {
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handler (n, o) {
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if (!n) {
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this.applyShuffleForces();
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}
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},
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deep: true
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},
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map_mode: {
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handler (n, o) {
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console.log('watch map_mode', o, n);
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// console.log('watch map_mode', o, n);
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if (n === 'terraindevie' && !this.opened_concernement) {
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this.applyShuffleForces(); // apply a little force to check the map when returning to terrain de vie
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}
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@ -297,10 +305,27 @@ export default {
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},
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getRandomPos(){
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let pad = 200;
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return {
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x: pad + this.ray/2 + Math.random()*(this.canvas.width - this.ray - pad),
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y: pad + this.ray/2 + Math.random()*(this.canvas.height - this.ray - pad)
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};
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// if (this.concernement.id === 56) {
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// return {
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// x: Math.random() > 0.5 ? pad : this.canvas.width - pad,
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// y: pad + this.ray/2 + Math.random()*(this.canvas.height - this.ray - pad)
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// };
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// } else {
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return {
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x: pad + this.getGaussianRandom()*(this.canvas.width - pad*2),
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y: pad + this.getGaussianRandom()*(this.canvas.height - pad*2)
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};
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// }
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},
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getGaussianRandom(){
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// INFO https://stackoverflow.com/a/49434653
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let u = 0, v = 0;
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while(u === 0) u = Math.random(); //Converting [0,1) to (0,1)
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while(v === 0) v = Math.random();
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let num = Math.sqrt( -2.0 * Math.log( u ) ) * Math.cos( 2.0 * Math.PI * v );
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num = num / 10.0 + 0.5; // Translate to 0 -> 1
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if (num > 1 || num < 0) return this.getGaussianRandom() // resample between 0 and 1
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return num
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},
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initMatterBody (){
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@ -309,9 +334,10 @@ export default {
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if (!this.body) {
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// console.log('concernementItem creating body');
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// https://github.com/liabru/matter-attractors/issues/8
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// https://github.com/liabru/matter-attractors/blob/master/index.js
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// MatterAttractors.Attractors.gravityConstant = -5;
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// INFO https://github.com/liabru/matter-attractors/issues/8
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// INFO https://github.com/liabru/matter-attractors/blob/master/index.js
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// INFO https://github.com/liabru/matter-attractors/blob/master/build/matter-attractors.js#L180
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MatterAttractors.Attractors.gravityConstant = -20;
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// Create parts of the body : main big circle & entities
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this.body_parts = [
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@ -321,6 +347,12 @@ export default {
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})
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];
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// map a range of numbers to another range of numbers
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// INFO https://stackoverflow.com/a/46462321
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let entite_range = [3, 100];
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let mass_range = [5,15];
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let mass = mass_range[0] + (this.entites.length - entite_range[0]) * (mass_range[1] - mass_range[0]) / (entite_range[1] - entite_range[0]);
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// create the body
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this.body = Matter.Body.create({
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parts: this.body_parts,
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@ -328,16 +360,41 @@ export default {
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id: this.concernement.id,
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frictionAir: 0,
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// mass: Math.pow(3, this.entites.length),
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mass: 10,
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// mass: 10,
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mass: mass,
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restitution: 0.15,
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collisionFilter: {
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group: -1
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},
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plugin: {
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attractors: [
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// there is a built in helper function for Newtonian gravity!
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// you can find out how it works in index.js
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// // there is a built in helper function for Newtonian gravity!
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// // you can find out how it works in index.js
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MatterAttractors.Attractors.gravity
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// function(bodyA, bodyB) {
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// var force = {
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// x: (bodyA.position.x - bodyB.position.x) * 1e-6,
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// y: (bodyA.position.y - bodyB.position.y) * 1e-6
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// }
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// // apply force to both bodies
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// Matter.Body.applyForce(bodyA, bodyA.position, force);
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// Matter.Body.applyForce(bodyB, bodyB.position, Matter.Vector.neg(force));
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// }
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// INFO https://github.com/liabru/matter-attractors/blob/master/build/matter-attractors.js#L192
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// function (bodyA, bodyB){
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// // use Newton's law of gravitation
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// var bToA = Matter.Vector.sub(bodyB.position, bodyA.position),
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// distanceSq = Matter.Vector.magnitudeSquared(bToA) || 0.0001,
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// normal = Matter.Vector.normalise(bToA),
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// magnitude = -MatterAttractors.Attractors.gravityConstant * (bodyA.mass * bodyB.mass / distanceSq),
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// force = Matter.Vector.mult(normal, magnitude);
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// // to apply forces to both bodies
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// Matter.Body.applyForce(bodyA, bodyA.position, Matter.Vector.neg(force));
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// Matter.Body.applyForce(bodyB, bodyB.position, force);
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// }
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]
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}
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});
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@ -1143,18 +1200,17 @@ export default {
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if (this.opened_concernement.id !== this.id) {
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this.pushAside()
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}
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} else if (this.map_mode === 'puissancedagir'
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|| this.map_mode === 'action'
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|| this.map_mode === 'doleancer'){ // apply focus forces : move unfocused on the sides and focused on the center
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this.applyFocusForces(); //
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} else {
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// apply focus forces : move unfocused on the sides and focused on the center
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if (this.map_mode === 'action'
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|| this.map_mode === 'puissancedagir'
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|| this.map_mode === 'doleancer'){
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this.applyFocusForces(); //
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}
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this.applyNormalForces(); // if terrain de vie apply force to gently reject items from the sides and so create a continuasly mvmt
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}
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// reset all matter rotation forces otherwise items will spin when colide
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Matter.Body.setAngle(this.body, 0);
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Matter.Body.setAngularSpeed(this.body, 0);
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// Matter.Body.setAngle(this.body, 0);
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// Matter.Body.setAngularSpeed(this.body, 0);
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},
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applyFocusForces(){
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if(!this.isFocused()) {
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@ -1163,12 +1219,21 @@ export default {
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this.bringToCenter()
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}
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},
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isFocused(){
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return this.map_mode === 'terraindevie'
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|| (this.map_mode === 'action' && this.concernement.has_agissantes)
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|| (this.map_mode === 'puissancedagir' && this.concernement.has_puissancedagir)
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|| (this.map_mode === 'doleancer' && this.concernement.has_doleance);
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},
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pushAside(){
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// console.log('pushAside', this.opened_concernement);
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// apply a force in direction of one side or an other depending of the start position
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// the force is exponentialy proportional to the distance from the side
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// INFO logarithmic force : https://stackoverflow.com/questions/846221/logarithmic-slider/846249#846249
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let pseudo_center_x = (this.canvas.width - this.cartouch_width) / 2;
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// TODO cartouch width should change regarding actual cartouch is opened or not (and how many cartouch are opened)
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let pseudo_center_x = this.opened_concernement
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? (this.canvas.width - this.cartouch_width) / 2
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: this.canvas.width / 2;
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// get the direction to the closest side
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let dir = this.pos.x > pseudo_center_x
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? 1 // to the right
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@ -1202,81 +1267,233 @@ export default {
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y: 0
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}
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);
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this.body.frictionAir = 0.01;
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},
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bringToCenter(){
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// bring to the centre
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let pseudo_center_x = (this.canvas.width - this.cartouch_width) / 2;
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// get the direction to the centre
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// apply a force in direction of one side or an other depending of the start position
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// the force is exponentialy inversed proportional to the distance from the side
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// INFO logarithmic force : https://stackoverflow.com/questions/846221/logarithmic-slider/846249#846249
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// TODO cartouch width should change regarding actual cartouch is opened or not (and how many cartouch are opened)
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let pseudo_center_x = this.opened_concernement
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? (this.canvas.width - this.cartouch_width) / 2
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: this.canvas.width / 2;
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let dir = this.pos.x > pseudo_center_x
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? -1 // to left
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: 1; // to right
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// max & min item position
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let minp = 0;
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let maxp = dir < 0
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? this.canvas.width - pseudo_center_x
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: pseudo_center_x;
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// max and min force
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let minf = 0;
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let maxf = 1;
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// scale factor
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let scale = (maxf-minf) / (maxp-minp);
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// get the inversed distance from the side
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let dist = dir < 0
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? this.pos.x - pseudo_center_x
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: pseudo_center_x - this.pos.x;
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let x_force = Math.exp(minf + scale*(dist-minp)) * dir;
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if (dist > this.canvas.width/6) { // apply decreasing forces and increasing friction air only out of center to let the items float in the center zone
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// max & min item position
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let minp = 0;
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let maxp = dir < 0
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? this.canvas.width - pseudo_center_x
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: pseudo_center_x;
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// X force decrsinsing near the center
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// max and min force
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let xminf = 0;
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let xmaxf = 1 + Math.random()*4;
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// scale factor
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let xscale = (xmaxf-xminf) / (maxp-minp);
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let x_force = Math.exp(xminf + xscale*(dist-minp)) * dir;
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let ori_pos = dir < 0
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? {x:this.canvas.width, y:this.body.position.y}
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: {x:0, y:this.body.position.y};
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Matter.Body.applyForce(
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this.body,
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ori_pos,
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{
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x: x_force,
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y: 0
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}
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);
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// Friction air fa (increasing near the center)
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let fa_minf = 0;
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let fa_maxf = 6;
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// scale factor
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let fa_scale = (fa_maxf-fa_minf) / (maxp-minp);
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let fa = Math.exp(fa_minf + fa_scale*(dist-minp)*-1);
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this.body.frictionAir = fa;
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console.log(`bringToCenter dist:${dist}, x_force:${x_force}, friction air:${fa}`);
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} else { // in the ceneter zone let items floats freely
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let velocity = Matter.Body.getVelocity(this.body);
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let velocityx = Math.abs(velocity.x);
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// map a range of numbers to another range of numbers
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// INFO https://stackoverflow.com/a/46462321
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let velocity_range = [50, 1000];
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let fa_range = [0,3];
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let fa = fa_range[0] + (velocityx - velocity_range[0]) * (fa_range[1] - fa_range[0]) / (velocity_range[1] - velocity_range[0]);
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console.log(`bringToCenter velocity.x:${velocity.x}, fa:${fa}`);
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let ori_pos = dir < 0
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? {x:this.canvas.width, y:this.body.position.y}
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: {x:0, y:this.body.position.y};
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// let x_force = Math.pow(dist/800,10) * dir;
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this.body.frictionAir = 0.05;
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this.body.frictionAir = fa;
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}
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Matter.Body.applyForce(
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this.body,
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ori_pos,
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{
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x: x_force,
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y: 0
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}
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);
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},
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applyShuffleForces() {
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// console.log('applyShuffleForces');
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// var dist, dir, x_velocity;
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// dir = this.pos.x > this.canvas.width/2 ? -1 : 1; // get the direction to the centre
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// dist = (dir < 0 ? this.pos.x - this.canvas.width/2 : this.canvas.width/2 - this.pos.x); // get the distance from the side
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// x_velocity = Math.pow(dist/650,10) * dir;
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let pseudo_center_x = (this.canvas.width - this.cartouch_width) / 2;
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// TODO cartouch width should change regarding actual cartouch is opened or not (and how many cartouch are opened)
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let pseudo_center_x = this.opened_concernement
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? (this.canvas.width - this.cartouch_width) / 2
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: this.canvas.width / 2;
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// get the direction to the centre
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let dir = this.pos.x > pseudo_center_x
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? -1 // to left
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: 1; // to right
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// max & min item position
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let minp = 0;
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let maxp = dir < 0
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? this.canvas.width - pseudo_center_x
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: pseudo_center_x;
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// max and min force
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let minf = 0;
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let maxf = 10;
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// scale factor
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let scale = (maxf-minf) / (maxp-minp);
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// get the inversed distance from the side
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let dist = dir < 0
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? this.pos.x - pseudo_center_x
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: pseudo_center_x - this.pos.x;
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if (dist > this.canvas.width/6) { // apply decreasing forces and increasing friction air only out of center to let the items float in the center zone
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// max & min item position
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let minp = 0;
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let maxp = dir < 0
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? this.canvas.width - pseudo_center_x
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: pseudo_center_x;
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// X max and min force
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let xminf = 0;
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let xmaxf = 4 + Math.random()*3;
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// scale factor
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let xscale = (xmaxf-xminf) / (maxp-minp);
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let x_velocity = Math.exp(xminf + xscale*(dist-minp))*dir;
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// let y_velocity = 30 + Math.random() * 50;
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// y_velocity = Math.random() > 0.5 ? -y_velocity : y_velocity;
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// X max and min force
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let yminf = 1;
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let ymaxf = 2 + Math.random()*4;
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// scale factor
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let yscale = (ymaxf-yminf) / (maxp-minp);
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let y_velocity = Math.exp(yminf + yscale*(dist-minp)) * (Math.random() > 0.5 ? 1 : -1); // let ori_pos = dir < 0
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// ? {x:this.canvas.width, y:this.body.position.y}
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// : {x:0, y:this.body.position.y};
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// let x_force = Math.pow(dist/800,10) * dir;
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console.log(`applyShuffleForces dir:${dir}, maxp:${maxp}, dist:${dist}, x_velocity:${x_velocity}, y_velocity:${y_velocity}`);
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Matter.Body.setVelocity(this.body, {x: x_velocity, y: y_velocity});
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} else { // if in center zone real shuffle velocity
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// x_velocity = -50 + Math.random()*100;
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// y_velocity = -50 + Math.random()*100;
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// this.setInitBodyVelocity();
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}
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this.body.frictionAir = 0.01;
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},
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applyNormalForces () {
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// bring gently to the centre
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// apply a force in direction of one side or an other depending of the start position
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// the force is exponentialy inversed proportional to the distance from the side
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// INFO logarithmic force : https://stackoverflow.com/questions/846221/logarithmic-slider/846249#846249
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// TODO cartouch width should change regarding actual cartouch is opened or not (and how many cartouch are opened)
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// X
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let pseudo_center_x = this.opened_concernement
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? (this.canvas.width - this.cartouch_width) / 2
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: this.canvas.width / 2;
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let xdir = this.pos.x > pseudo_center_x
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? -1 // to left
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: 1; // to right
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// get the inversed distance from the side
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let xdist = xdir < 0
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? this.pos.x - pseudo_center_x
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: pseudo_center_x - this.pos.x;
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let x_velocity = Math.exp(minf + scale*(dist-minp));
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// Y
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let pseudo_center_y = this.canvas.height / 2;
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let ydir = this.pos.y > pseudo_center_y
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? -1 // to top
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: 1; // to bottom
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// get the inversed distance from the side
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let ydist = ydir < 0
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? this.pos.y - pseudo_center_y
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: pseudo_center_y - this.pos.y;
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let y_velocity = -10 + Math.random() * 10;
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// let ori_pos = dir < 0
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// ? {x:this.canvas.width, y:this.body.position.y}
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// : {x:0, y:this.body.position.y};
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// let x_force = Math.pow(dist/800,10) * dir;
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let k = 4;
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if (xdist > this.canvas.width/k || ydist > this.canvas.height/k) { // apply decreasing forces and increasing friction air only out of center to let the items float in the center zone
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// max and min force
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let minf = 0;
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let maxf = 0.1;
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// X
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// max & min item position
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let xminp = 0;
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let xmaxp = xdir < 0
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? this.canvas.width - pseudo_center_x
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: pseudo_center_x;
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// X force decrsinsing near the center
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// scale factor
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let xscale = (maxf-minf) / (xmaxp-xminp);
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let x_force = Math.exp(minf + xscale*(xdist-xminp)) * xdir;
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let xori_pos = xdir < 0
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? {x:this.canvas.width, y:this.body.position.y}
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: {x:0, y:this.body.position.y};
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Matter.Body.applyForce(
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this.body,
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xori_pos,
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{
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x: x_force,
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y: 0
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}
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);
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// Y
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// max & min item position
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let yminp = 0;
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let ymaxp = ydir < 0
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? this.canvas.height - pseudo_center_y
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: pseudo_center_y;
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// X force decrsinsing near the center
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// scale factor
|
||||
let yscale = (maxf-minf) / (ymaxp-yminp);
|
||||
let y_force = Math.exp(minf + yscale*(ydist-xminp)) * ydir;
|
||||
let yori_pos = ydir < 0
|
||||
? {x:this.body.position.x, y:this.canvas.height}
|
||||
: {x:this.body.position.x, y:0};
|
||||
Matter.Body.applyForce(
|
||||
this.body,
|
||||
yori_pos,
|
||||
{
|
||||
x: 0,
|
||||
y: y_force
|
||||
}
|
||||
);
|
||||
|
||||
// // Friction air fa (increasing near the center)
|
||||
// let fa_minf = 0;
|
||||
// let fa_maxf = 6;
|
||||
// // scale factor
|
||||
// let fa_scale = (fa_maxf-fa_minf) / (maxp-minp);
|
||||
// let fa = Math.exp(fa_minf + fa_scale*(dist-minp)*-1);
|
||||
// this.body.frictionAir = fa;
|
||||
|
||||
// console.log(`bringToCenter dist:${xdist}, x_force:${x_force}`);
|
||||
} else { // in the ceneter zone let items floats freely
|
||||
// let velocity = Matter.Body.getVelocity(this.body);
|
||||
// let velocityx = Math.abs(velocity.x);
|
||||
// // map a range of numbers to another range of numbers
|
||||
// // INFO https://stackoverflow.com/a/46462321
|
||||
// let velocity_range = [50, 1000];
|
||||
// let fa_range = [0,3];
|
||||
// let fa = fa_range[0] + (velocityx - velocity_range[0]) * (fa_range[1] - fa_range[0]) / (velocity_range[1] - velocity_range[0]);
|
||||
// console.log(`bringToCenter velocity.x:${velocity.x}, fa:${fa}`);
|
||||
|
||||
// this.body.frictionAir = fa;
|
||||
this.body.frictionAir = 0.1;
|
||||
}
|
||||
|
||||
Matter.Body.setVelocity(this.body, {x: x_velocity, y: y_velocity});
|
||||
},
|
||||
onAfterEngineUpdate (event) {
|
||||
// respawn element if outside screen
|
||||
@ -1294,12 +1511,6 @@ export default {
|
||||
// this.draw()
|
||||
this.handlePaperVisibility()
|
||||
},
|
||||
isFocused(){
|
||||
return this.map_mode === 'terraindevie'
|
||||
|| (this.map_mode === 'action' && this.concernement.has_agissantes)
|
||||
|| (this.map_mode === 'puissancedagir' && this.concernement.has_puissancedagir)
|
||||
|| (this.map_mode === 'doleancer' && this.concernement.has_doleance);
|
||||
},
|
||||
},
|
||||
render() {
|
||||
// console.log('render()', this.ctx);
|
||||
|
Loading…
x
Reference in New Issue
Block a user