onlinecodesimulator/robot.js

150 lines
4.5 KiB
JavaScript

import { RaycastSensor } from "./sensor.js";
import { FloorColorSensor } from "./sensor.js";
export class Robot {
constructor(id, x, y, color = "blue") {
this.id = id;
this.x = x;
this.y = y;
this.velocity = 0;
this.thrust = 0;
this.angularThrust = 0
this.width = 20;
this.height = 20;
this.color = color;
this.sensors = [];
this.hull = [
{ x: -this.width / 2, y: -this.height / 2 }, // Vertex 1
{ x: this.width / 2, y: -this.height / 2 }, // Vertex 2
{ x: this.width, y: 0 }, // Vertex 2
{ x: this.width / 2, y: this.height / 2 }, // Vertex 3
{ x: -this.width / 2, y: this.height / 2 } // Vertex 4
];
this.addSensor(new RaycastSensor(this, -40, 12, -45, 60));
this.addSensor(new RaycastSensor(this, 40, 12, 45, 60));
this.addSensor(new FloorColorSensor(this, 0, 0));
}
update(gameWorld) {
let angle = this.body.angle; // Get current rotation in radians
let force = {
x: Math.cos(angle) * this.thrust,
y: Math.sin(angle) * this.thrust
};
Matter.Body.applyForce(this.body, this.body.position, force);
Matter.Body.setAngularVelocity(this.body, this.angularThrust);
//console.log(angle);
this.update_sensors(gameWorld);
}
draw(ctx){
this.draw(ctx);
}
update_sensors(gameWorld) {
this.sensors.forEach(sensor => sensor.read(this, gameWorld));
}
addSensor(sensor) {
if (this.sensors.length < 8) {
this.sensors.push(sensor);
}
}
update_position() {
// const radians = (this.angle * Math.PI) / 180;
// this.prevX = this.x;
// this.prevY = this.y;
// this.x += Math.cos(radians) * this.velocity;
// this.y += Math.sin(radians) * this.velocity;
}
move(thrust) {
this.thrust = thrust;
}
turn(degrees) {
this.angularThrust = degrees;
}
draw(ctx) {
// ctx.fillStyle = this.color;
// ctx.save();
// ctx.translate(this.x, this.y);
// ctx.rotate((this.angle * Math.PI) / 180);
// // Draw the rectangle (tank body)
// ctx.fillRect(-this.width / 2, -this.height / 2, this.width, this.height);
// // Draw the triangle (direction indicator)
// ctx.strokeStyle = "black";
// ctx.lineWidth = 2;
// ctx.beginPath();
// ctx.moveTo(this.width / 2, -this.height / 2); // Tip of the triangle (front)
// ctx.lineTo(this.width, 0); // Bottom left of triangle
// ctx.lineTo(this.width / 2, this.height / 2); // Bottom right of triangle
// ctx.closePath();
// ctx.fill(); // Fill both the rectangle and the triangle
// ctx.beginPath();
// ctx.moveTo(this.hull[0].x, this.hull[0].y); // Start at the first vertex
// // Loop through the rest of the vertices and draw lines
// for (let i = 1; i < this.hull.length; i++) {
// ctx.lineTo(this.hull[i].x, this.hull[i].y);
// }
// // Close the path to form a closed polygon
// ctx.closePath();
// ctx.stroke(); // Draw the outline
// ctx.restore();
this.sensors.forEach(sensor => sensor.draw(ctx));
}
// Takes the polygon hull and updates it to local position and rotation.
get_hull() {
let angle = this.angle * (Math.PI / 180); // Convert degrees to radians
//console.log(angle);
this.transformedHull = this.hull.map(point => {
let xRotated = point.x * Math.cos(angle) - point.y * Math.sin(angle);
let yRotated = point.x * Math.sin(angle) + point.y * Math.cos(angle);
return {
x: this.body.position.x + xRotated, // Translate to robot's position
y: this.body.position.y + yRotated
};
});
//console.log(this.transformedHull );
return this.transformedHull;
}
draw_sensors(ctx) {
ctx.fillStyle = "yellow";
this.sensors.forEach(sensor => {
const radians = ((this.angle + sensor.angleOffset) * Math.PI) / 180;
const sensorX = this.body.position.x + Math.cos(radians) * 15;
const sensorY = this.body.position.y + Math.sin(radians) * 15;
ctx.beginPath();
ctx.arc(sensorX, sensorY, 3, 0, 2 * Math.PI);
ctx.fill();
});
}
}