forked from arne/asdf-games
Merge branch 'master' of https://gitea.arnweb.nl/arne/asdf-games
This commit is contained in:
commit
8c5ab18f70
10
lib/index.d.ts
vendored
10
lib/index.d.ts
vendored
@ -602,9 +602,13 @@ export class Sound {
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stop(): void;
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stop(): void;
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}
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}
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interface NumericalEntity {pos: Coordinates, w: number, h: number}
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interface NumericalEntityBase {pos: Coordinates}
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interface NumericalSprite {w: number, h: number}
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interface NumericalTileSprite {tileW: number, tileH: number}
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interface NumericalEntityWithHitbox extends NumericalEntity {hitBox: NumericalEntity}
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type NumericalEntity = NumericalSprite | NumericalTileSprite
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type NumericalEntityWithHitbox = {hitBox: NumericalEntity} & NumericalEntity
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export namespace deadInTracks {
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export namespace deadInTracks {
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/**
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/**
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@ -648,7 +652,7 @@ export namespace entity {
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* @param container The container.
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* @param container The container.
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* @param hitCallback The callback that is executed when an entity hits something in the container.
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* @param hitCallback The callback that is executed when an entity hits something in the container.
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*/
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*/
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export function hits(entity: NumericalEntityWithHitbox | NumericalEntity, container: Container<NumericalEntityWithHitbox | NumericalEntity>, hitCallback: (e2: NumericalEntityWithHitbox | NumericalEntity) => any): void;
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export function hits<T extends NumericalEntityWithHitbox | NumericalEntity>(entity: NumericalEntityWithHitbox | NumericalEntity, container: Container<T>, hitCallback: (e2: T) => any): void;
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/**
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/**
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* This functions calculates whether two entities hit each other.
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* This functions calculates whether two entities hit each other.
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@ -20,7 +20,16 @@ function angle(a, b) {
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}
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}
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function bounds(entity) {
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function bounds(entity) {
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const { w, h, pos, hitBox } = entity;
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let pos, w, h, hitBox;
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// Object.prototype.hasOwnProperty.call is needed because of eslint
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if (Object.prototype.hasOwnProperty.call(entity, "tileW") && Object.prototype.hasOwnProperty.call(entity, "tileH")) {
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({pos, w, h} = {pos: entity.pos, w: entity.tileW, h: entity.tileH});
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} else {
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({pos, w, h} = entity);
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}
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if (entity.hitBox) hitBox = entity.hitBox;
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const hit = hitBox || { x: 0, y: 0, w, h };
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const hit = hitBox || { x: 0, y: 0, w, h };
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return {
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return {
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x: hit.x + pos.x,
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x: hit.x + pos.x,
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@ -31,7 +40,15 @@ function bounds(entity) {
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}
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}
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function center(entity) {
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function center(entity) {
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const { pos, w, h } = entity;
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let pos, w, h;
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// Object.prototype.hasOwnProperty.call is needed because of eslint
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if (Object.prototype.hasOwnProperty.call(entity, "tileW") && Object.prototype.hasOwnProperty.call(entity, "tileH")) {
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({pos, w, h} = {pos: entity.pos, w: entity.tileW, h: entity.tileH});
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} else {
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({pos, w, h} = entity);
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}
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return {
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return {
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x: pos.x + w / 2,
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x: pos.x + w / 2,
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y: pos.y + h / 2
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y: pos.y + h / 2
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