feat: game/engine split refactor + skybox
This commit is contained in:
parent
581e5892b0
commit
eeedcb8e48
34 changed files with 610 additions and 218 deletions
|
|
@ -1,57 +0,0 @@
|
|||
import { Terrain } from "../Terrain"
|
||||
import type { Mesh } from "../Mesh"
|
||||
import type { Mob } from "../Mob"
|
||||
import type { Entity } from "../Actor"
|
||||
import { ellipsoid, nextRand, wanderHeading } from "./mobkit"
|
||||
|
||||
// Everything about the frog: squat, ground-bound, sits then springs a ballistic hop.
|
||||
|
||||
const LEASH = 5
|
||||
const REST_MIN = 0.7
|
||||
const REST_SPAN = 1.8
|
||||
const HOP_SPEED = 1.6
|
||||
const HOP_IMPULSE = 3.2
|
||||
const GRAVITY = 14
|
||||
|
||||
function build(mesh: Mesh): void {
|
||||
// Wide squat body, two eye bumps on the top-front, two hind haunches. UVs:
|
||||
// the frog texture is green skin on the left, a dark eye tone on the right.
|
||||
ellipsoid(mesh, 0, 0.26, 0, 0.5, 0.28, 0.52, 6, 4, 0, 0.68, 0, 1)
|
||||
ellipsoid(mesh, 0.24, 0.5, 0.26, 0.13, 0.13, 0.13, 4, 3, 0.75, 0.98, 0, 1)
|
||||
ellipsoid(mesh, -0.24, 0.5, 0.26, 0.13, 0.13, 0.13, 4, 3, 0.75, 0.98, 0, 1)
|
||||
ellipsoid(mesh, 0.3, 0.2, -0.26, 0.2, 0.2, 0.26, 4, 3, 0, 0.68, 0, 1)
|
||||
ellipsoid(mesh, -0.3, 0.2, -0.26, 0.2, 0.2, 0.26, 4, 3, 0, 0.68, 0, 1)
|
||||
}
|
||||
|
||||
function update(mob: Mob, dt: number, terrain: Terrain): void {
|
||||
if (mob.grounded) {
|
||||
mob.timer -= dt
|
||||
mob.position.y = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.timer > 0) {
|
||||
return
|
||||
}
|
||||
// Launch a hop: pick a heading (pulled homeward past the leash), then convert
|
||||
// it into a forward+upward ballistic velocity.
|
||||
mob.heading = wanderHeading(mob, LEASH, 0.9)
|
||||
mob.vx = Math.sin(mob.heading) * HOP_SPEED
|
||||
mob.vz = Math.cos(mob.heading) * HOP_SPEED
|
||||
mob.vy = HOP_IMPULSE
|
||||
mob.grounded = false
|
||||
return
|
||||
}
|
||||
mob.vy -= GRAVITY * dt
|
||||
mob.position.x += mob.vx * dt
|
||||
mob.position.y += mob.vy * dt
|
||||
mob.position.z += mob.vz * dt
|
||||
const ground = Terrain.height(terrain, mob.position.x, mob.position.z)
|
||||
if (mob.position.y <= ground && mob.vy < 0) {
|
||||
mob.position.y = ground
|
||||
mob.vx = 0
|
||||
mob.vy = 0
|
||||
mob.vz = 0
|
||||
mob.grounded = true
|
||||
mob.timer = REST_MIN + nextRand(mob) * REST_SPAN
|
||||
}
|
||||
}
|
||||
|
||||
export const frog: Entity<Mob, Terrain> = { name: "frog", build, update, boundingRadius: 0.7, bodyHeight: 0.6 }
|
||||
Loading…
Add table
Add a link
Reference in a new issue