sandsim/js/entities/player.js
Kacper Kostka (aider) c5b7f2f224 feat: Implement climbing system and tree collision avoidance for player
This commit adds:
1. Player climbing mechanism for small steps
2. Collision avoidance with trees (WOOD and LEAF pixels)
3. Enhanced animation states for climbing and jumping
4. Improved player movement and collision detection
2025-04-05 18:52:50 +02:00

301 lines
11 KiB
JavaScript

// Player entity class
class Player extends Entity {
constructor(x, y, options = {}) {
super(ENTITY_TYPES.PLAYER, x, y, {
width: 3, // 50% smaller collision box width
height: 6, // 50% smaller collision box height
...options
});
// Load player sprite
this.sprite = new Image();
this.sprite.src = 'sprites/rabbit.png';
// Movement properties
this.moveSpeed = 0.03;
this.jumpForce = -0.2;
this.gravity = 0.02;
this.maxVelocity = 0.5;
this.friction = 0.9;
// State tracking
this.isJumping = false;
this.direction = 1; // 1 = right, -1 = left
this.lastUpdate = performance.now();
this.lastDirection = 1; // Track last direction to prevent unnecessary flipping
this.isClimbing = false; // Track climbing state
// Animation properties
this.frameWidth = 32;
this.frameHeight = 30;
this.frameCount = 4;
this.currentFrame = 0;
this.animationSpeed = 150; // ms per frame
this.lastFrameUpdate = 0;
this.isMoving = false;
this.animationTimer = 0; // Consistent timer for animation
}
update() {
const now = performance.now();
const deltaTime = Math.min(50, now - this.lastUpdate);
this.lastUpdate = now;
// Apply gravity
this.vy += this.gravity;
// Cap velocity
if (this.vx > this.maxVelocity) this.vx = this.maxVelocity;
if (this.vx < -this.maxVelocity) this.vx = -this.maxVelocity;
if (this.vy > this.maxVelocity * 2) this.vy = this.maxVelocity * 2;
// Apply friction when not actively moving
if (!this.isMoving) {
this.vx *= this.friction;
}
// Calculate new position
let newX = this.x + this.vx * deltaTime;
let newY = this.y + this.vy * deltaTime;
// Check for collisions
const collisionResult = this.checkCollisions(newX, newY);
if (collisionResult.collision) {
if (collisionResult.horizontal) {
// Try to climb up if there's a 1-pixel step
if (this.tryClimbing(newX, newY)) {
// Successfully climbed, continue with adjusted position
newY -= 1; // Move up one pixel to climb
} else {
// Can't climb, stop horizontal movement
newX = this.x;
this.vx = 0;
}
}
if (collisionResult.vertical) {
if (this.vy > 0) {
this.isJumping = false;
}
newY = this.y;
this.vy = 0;
}
}
// Update position
this.x = newX;
this.y = newY;
// Update animation
this.updateAnimation(deltaTime);
// Center camera on player
this.centerCamera();
return true;
}
updateAnimation(deltaTime) {
// Update animation timer consistently
this.animationTimer += deltaTime;
// Only update direction when it actually changes to prevent flipping
if (Math.abs(this.vx) > 0.005) {
const newDirection = this.vx > 0 ? 1 : -1;
if (newDirection !== this.lastDirection) {
this.direction = newDirection;
this.lastDirection = newDirection;
}
}
// Update animation frame based on climbing state
if (this.isClimbing) {
// Use a specific frame for climbing
this.currentFrame = 1; // Use frame 1 for climbing animation
} else if (this.isJumping) {
// Use a specific frame for jumping
this.currentFrame = 2; // Use frame 2 for jumping animation
} else if (Math.abs(this.vx) > 0.01 && this.isMoving) {
// Animate walking
if (this.animationTimer >= this.animationSpeed) {
this.currentFrame = (this.currentFrame + 1) % this.frameCount;
this.animationTimer %= this.animationSpeed;
}
} else {
// Standing still
this.currentFrame = 0;
}
}
render(ctx, offsetX, offsetY) {
const screenX = (this.x - offsetX) * PIXEL_SIZE;
const screenY = (this.y - offsetY) * PIXEL_SIZE;
if (this.sprite && this.sprite.complete) {
// Set pixelated rendering (nearest neighbor)
ctx.imageSmoothingEnabled = false;
ctx.save();
ctx.translate(screenX, screenY);
// Use 50% smaller dimensions for the sprite
const spriteDisplayWidth = 12 * (PIXEL_SIZE / 2); // 50% smaller sprite
const spriteDisplayHeight = 12 * (PIXEL_SIZE / 2); // 50% smaller sprite
// Flip horizontally based on direction
if (this.direction < 0) {
ctx.scale(-1, 1);
}
// Draw the correct sprite frame
// Center the sprite on the entity position, with y-offset to align feet with collision box
// Stretch the sprite vertically to match the collision box height
ctx.drawImage(
this.sprite,
this.currentFrame * this.frameWidth, 0,
this.frameWidth, this.frameHeight,
-spriteDisplayWidth / 2, -spriteDisplayHeight / 2, // Remove the negative offset that caused levitation
spriteDisplayWidth, spriteDisplayHeight * 1.2 // Stretch sprite vertically by 20% to match collision box
);
ctx.restore();
// Reset image smoothing for other rendering
ctx.imageSmoothingEnabled = true;
// Draw collision box in debug mode
if (debugMode) {
ctx.strokeStyle = '#00ff00';
ctx.lineWidth = 1;
ctx.strokeRect(
screenX - this.width * PIXEL_SIZE / 2,
screenY - this.height * PIXEL_SIZE / 2,
this.width * PIXEL_SIZE,
this.height * PIXEL_SIZE
);
// Also draw sprite boundary in debug mode
ctx.strokeStyle = '#ff00ff';
ctx.lineWidth = 1;
ctx.strokeRect(
screenX - spriteDisplayWidth / 2,
screenY - spriteDisplayHeight / 2, // Match the updated sprite drawing position
spriteDisplayWidth,
spriteDisplayHeight * 1.2 // Match the stretched sprite height
);
// Draw a dot at the entity's exact position
ctx.fillStyle = '#ffff00';
ctx.beginPath();
ctx.arc(screenX, screenY, 2, 0, Math.PI * 2);
ctx.fill();
}
}
}
moveLeft() {
this.vx = -this.moveSpeed;
this.direction = -1;
this.isMoving = true;
}
moveRight() {
this.vx = this.moveSpeed;
this.direction = 1;
this.isMoving = true;
}
moveUp() {
this.vy = -this.moveSpeed;
this.isMoving = true;
}
moveDown() {
this.vy = this.moveSpeed;
this.isMoving = true;
}
stopMoving() {
this.isMoving = false;
}
jump() {
if (!this.isJumping) {
this.vy = this.jumpForce;
this.isJumping = true;
}
}
// Try to climb up a small step
tryClimbing(newX, newY) {
const halfWidth = this.width / 2;
// Check if there's a solid pixel in front of the player
const frontX = newX + (this.direction * halfWidth);
const frontY = newY;
// Check if there's a solid pixel at the current level
if (this.isPixelSolid(frontX, frontY)) {
// Check if there's empty space one pixel above
if (!this.isPixelSolid(frontX, frontY - 1) &&
!this.isPixelSolid(this.x, this.y - 1)) {
// Check if there's ground to stand on after climbing
if (this.isPixelSolid(frontX, frontY + 1)) {
this.isClimbing = true;
return true;
}
}
}
this.isClimbing = false;
return false;
}
centerCamera() {
// Get current camera center in world coordinates
const cameraWidth = canvas.width / PIXEL_SIZE;
const cameraHeight = canvas.height / PIXEL_SIZE;
const cameraCenterX = worldOffsetX + cameraWidth / 2;
const cameraCenterY = worldOffsetY + cameraHeight / 2;
// Calculate distance from player to camera center
const distanceX = Math.abs(this.x - cameraCenterX);
const distanceY = Math.abs(this.y - cameraCenterY);
// Define thresholds for camera movement (percentage of screen size)
const thresholdX = cameraWidth * 0.3; // Move when player is 30% away from center
const thresholdY = cameraHeight * 0.3;
// Only move camera when player gets close to the edge of current view
let needsUpdate = false;
if (distanceX > thresholdX) {
// Calculate target position with chunk-based snapping
const chunkSize = CHUNK_SIZE;
const playerChunkX = Math.floor(this.x / chunkSize);
const targetX = this.x - (canvas.width / PIXEL_SIZE / 2);
// Smooth transition to the target position
worldOffsetX += (targetX - worldOffsetX) * 0.1;
needsUpdate = true;
}
if (distanceY > thresholdY) {
// Calculate target position with chunk-based snapping
const chunkSize = CHUNK_SIZE;
const playerChunkY = Math.floor(this.y / chunkSize);
const targetY = this.y - (canvas.height / PIXEL_SIZE / 2);
// Smooth transition to the target position
worldOffsetY += (targetY - worldOffsetY) * 0.1;
needsUpdate = true;
}
// Only mark world as moved if we actually updated the camera
if (needsUpdate) {
worldMoved = true;
}
}
}