#2150 map improvement

This commit is contained in:
Bachir Soussi Chiadmi 2023-06-29 17:15:32 +02:00
parent b105c9ddff
commit d69c194cd3

View File

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