[pongwars] compensate squaresize in more places

This commit is contained in:
dogeystamp 2024-03-06 11:54:08 -05:00
parent a874e3df8d
commit 470c4e5bd7
Signed by: dogeystamp
GPG Key ID: 7225FE3592EFFA38

View File

@ -346,6 +346,11 @@
modeLinks[i].href = loc.href; modeLinks[i].href = loc.href;
} }
// a lot of things are based on canvas coords not real square coords
function compensateSquareSize(x) {
return x / 16 * squareSize;
}
function initialState({gridW = 4, gridH = 2, cols = teams.length, canvasW=1200, canvasH=800, squareSize=16} = {}) { function initialState({gridW = 4, gridH = 2, cols = teams.length, canvasW=1200, canvasH=800, squareSize=16} = {}) {
ctx.clearRect(0, 0, canvas.width, canvas.height); ctx.clearRect(0, 0, canvas.width, canvas.height);
@ -408,8 +413,7 @@
for (let i = 0; i < teams.length; i++) { for (let i = 0; i < teams.length; i++) {
const angle = randomNum(0, 2 * Math.PI); const angle = randomNum(0, 2 * Math.PI);
// this is in canvas coords so compensate squareSize const initSpeed = compensateSquareSize(8);
const initSpeed = 0.5 * squareSize;
state[i].dx = initSpeed * Math.cos(angle); state[i].dx = initSpeed * Math.cos(angle);
state[i].dy = initSpeed * Math.sin(angle); state[i].dy = initSpeed * Math.sin(angle);
} }
@ -506,7 +510,7 @@
function updateSquareAndBounce(x, y, dx, dy, color) { function updateSquareAndBounce(x, y, dx, dy, color) {
if (state[color].elim) return if (state[color].elim) return
if (Math.max(Math.abs(dx), Math.abs(dy)) < 0.02) state[color].elim = true if (Math.max(Math.abs(dx), Math.abs(dy)) < compensateSquareSize(0.02)) state[color].elim = true
if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) { if (Math.min(x, y) < 0 || isNaN(x) || isNaN(y)) {
console.warn(`warped ${teams[color].name}`) console.warn(`warped ${teams[color].name}`)
@ -590,12 +594,11 @@
updatedDy = -updatedDy; updatedDy = -updatedDy;
} }
updatedDx += randomNum(-0.15, mix(0.153, 0.15, suddenDeathCoeff)); updatedDx += compensateSquareSize(randomNum(-0.15, mix(0.153, 0.15, suddenDeathCoeff)))
updatedDy += randomNum(-0.15, 0.15); updatedDy += compensateSquareSize(randomNum(-0.15, 0.15))
updatedDx *= coeff; updatedDx *= coeff;
updatedDy *= coeff; updatedDy *= coeff;
// speedLim is based on canvas coords but we should compensate it when squareSize changes const speedLim = compensateSquareSize(mix(30, 15, suddenDeathCoeff))
const speedLim = mix(30, 13, suddenDeathCoeff) / 16 * squareSize
const norm = (updatedDx**2 + updatedDy**2)**(1/2) const norm = (updatedDx**2 + updatedDy**2)**(1/2)
const scalar = Math.min(speedLim/norm, 1) const scalar = Math.min(speedLim/norm, 1)
updatedDx *= scalar; updatedDx *= scalar;