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ecs = require("ecs")
shim = require("shader_shim")
win = require("window")
sprites = require("world.sprites")
world = require("world")
aspect = win.width / win.height
player_tiny = 6
s_mv = mat4(
		1, 0, 0, 0,
		0, aspect, 0, 0,
		0, 0, 1, 0,
		0, 0, 0, player_tiny
	)
class Player extends ecs.Entity
	new: (router, controller, alias) =>
		@router = router
		@controller = controller
		if @router.state == "elected" -- We're the host player
			@alias = alias
		else
			error("Implement other players")

class PlayerGraphicComponent extends world.GraphicsComponent
	@player_size = 1
	@static = true
	new: (name, properties) =>
		properties = properties or {}
		buf = am.buffer(6 * 3 * 4)
		buf.usage = "dynamic"
		@playerbuf = buf\view("vec3")
		@playerbuf[1] = vec3(0,0,0)
		@playerbuf[2] = vec3(0,@@player_size,0)
		@playerbuf[3] = vec3(@@player_size,@@player_size,0)
		@playerbuf[4] = vec3(@@player_size,@@player_size,0)
		@playerbuf[5] = vec3(@@player_size,0,0)
		@playerbuf[6] = vec3(0,0,0)
		properties.node = shim.player\append(am.depth_test("less")\append(am.bind({
			MV: s_mv
			P: mat4(1)
			world_x: 0,
			world_y: 0,
			player: @playerbuf
			texuv: am.vec2_array({
				vec2(0,0),
				vec2(0,1),
				vec2(1,1),
				vec2(1,1),
				vec2(1,0),
				vec2(0,0)
			})
			dir: 0
			textures: sprites.guy_diffuse.texture
		})\append(am.draw("triangles"))))
		properties.node\action(() =>
			--print("Player graphic action")
		)
		--print("Properties node is:", properties.node)
		super(name, properties)
		--print("finished init")
		@
	move: (x,y) =>
		assert(x, "x required")
		assert(y, "y required")
		h = @@player_size / 2
		@playerbuf[1] = vec3(x-h,y-h,0)
		@playerbuf[2] = vec3(x-h,y+h,0)
		@playerbuf[3] = vec3(x+h,y+h,0)
		@playerbuf[4] = vec3(x+h,y+h,0)
		@playerbuf[5] = vec3(x+h,y-h,0)
		@playerbuf[6] = vec3(x-h,y-h,0)
		--print("Move called", @playerbuf[1])
	face: (direction) =>
		print("direction",direction)
		@properties.node("bind").dir = (direction ) % (math.pi * 2)
		--@properties.node("bind").MV = 


-- In a normal simulation, velocity adds acceleration * delta time every tick, minus some friction coefficient * current velocity
-- i.e. velocity = (acceleration * delta) - (friction * velocity)
-- every tick
-- velocity[tick] = (acceleration * delta[tick]) - (friction * velocity[tick - 1])
-- velocity[4] = (acceleration * delta[4]) - (friction * velocity[3])
-- 	= (acceleration * delta[4]) - (friction * ((acceleration * delta[3]) - (friction * velocity[2])))
-- 	= (acceleration * delta[4]) - (friction * ((acceleration * delta[3]) - (friction * ((acceleration * delta[2]) - (friction * velocity[inital])))))
-- 	= (acceleration * delta[4]) - (friction * ((acceleration * delta[3]) - ((friction * acceleration * delta[2]) - (friction * friction * velocity[inital]))))
-- 	= (acceleration * delta[4]) - (friciton * ((acceleration * delta[3]) - (friction * acceleration * delta[2]) + (friction^2 * velocity[inital])))
-- 	= (acceleration * delta[4]) - ((friction * acceleration * delta[3]) - (friction * friction * acceleration * delta[2]) + (friction^3 * velocity[inital]))
-- 	= (acceleration * delta[4]) - (friction * acceleration * delta[3]) + (friction^2 * acceleration * delta[2]) - (friction^3 * velocity[inital])
-- as delta approaches 0 (high fidelity simulation), the middle components become e^(-friction * delta), and acceleration needs to be divided by friction
-- Position is a second layer on top
-- position[tick] = position[tick-1] + velocity[tick]
-- position[2] = position[inital] + velocity[2]
-- 	= position[inital] + (acceleration * delta[2]) - (friction * velocity[inital])
-- position[delta] = (delta * (acceleration / friction) ) - ((1 / friction) * (velocity[inital] - (acceleratin / friction)) * e^(-friction * delta) + position[inital]

-- velocity = (acceleration * delta) - (
-- we want to find the location based on inital velocity and position, constant acceleration, and delta time

friction = 0.1
class PlayerPredictedComponent extends ecs.PredictedComponent
	new: (name) =>
		super(name, {vel: vec2(0,0), pos:vec2(0,0), accel: vec2(0,0)}, "net", {
			accel:() =>
				vec2(@net.properties.accel)
			vel: () =>
				--print("Net is ", @net.properties)
				delta = world.sync_time! - @net.properties.last_update
				(@net.properties.accel / friction) + ((@net.properties.vel - (@net.properties.accel / friction)) * math.exp(-friction * delta))
			pos: () =>
				delta = world.sync_time! - @net.properties.last_update
				friction_loss = @net.properties.accel / friction
				-- when delta = 0 (up to date)
				-- pos = (1/friction) * (velocity - friction_loss) * 1 + position
				-- 	= 2 * (2 - 2) * 1 + position
				-- 	= position
				(friction_loss * delta) - ((1/friction) * (@net.properties.vel - friction_loss) * (math.exp(-friction * delta))) + @properties.pos
		})
		print("Right after creation, properties is",@properties)
		@node = am.group!
	join: (entity) =>
		@gc = entity\get("graphic")
		@net = entity\get("net")
		@gc.properties.node\append(@node)
		s = @
		@node\action(() =>
			s\forward!
		)
	forward: () =>
		--print("Forward called", @properties)
		super!
		@gc\move(@properties.pos.x, @properties.pos.y)
		
		

class ProtoPlayer extends ecs.Entity
	new: () =>
		@controller = require("controllers.mouse_keyboard")
		cc = require("controllers.mouse_keyboard").Controller()
		gc = PlayerGraphicComponent("graphic")
		pc = PlayerPredictedComponent("pred")
		nc = ecs.NetworkedComponent("net",{accel: vec2(0,0), vel: vec2(0,0), pos: vec2(0,0), name: "test", last_update: 0, dir: 0})
		print("Protoplayer created")
		super("test",{graphic:gc,net:nc,controller:cc,pred:pc})

{:Player, :ProtoPlayer}