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import { Zombie } from './Zombie.js';
import { GameObject } from '../engine/GameObject.js';
import { Vector2D } from '../engine/Vector2D.js';
export class Leaper extends Zombie {
constructor(
x,
y,
target,
{
container,
viewport,
speed = 95,
size = 28,
color = [0.15, 0.25, 0.75, 1],
health = 3,
knockback = 240,
scoreValue = 6,
dashRange = 300,
windupTime = 0.35,
dashTime = 0.28,
dashSpeed = 680,
dashCooldown = 1.8,
emergeTime = 0,
} = {},
) {
super(x, y, target, {
container,
viewport,
speed,
size,
color,
health,
knockback,
scoreValue,
emergeTime,
});
this.dashRange = dashRange;
this.windupTime = windupTime;
this.dashTime = dashTime;
this.dashSpeed = dashSpeed;
this.dashCooldown = dashCooldown;
this._dashTimer = 0;
this._windupTimer = 0;
this._dashCooldown = 0;
this._dashDirection = new Vector2D(1, 0);
this._time = 0;
}
update(dt) {
this._time += dt;
if (this._updateEmerge(dt)) return;
this._dashCooldown = Math.max(0, this._dashCooldown - dt);
const delta = this.target.pos.subV(this.pos);
const distance = delta.length();
let move = new Vector2D(0, 0);
if (this._windupTimer > 0) {
this._windupTimer -= dt;
if (this._windupTimer <= 0) {
this._dashTimer = this.dashTime;
this._dashDirection = distance > 1 ? delta.divS(distance) : new Vector2D(1, 0);
}
} else if (this._dashTimer > 0) {
this._dashTimer -= dt;
move = this._dashDirection.mulS(this.dashSpeed);
} else if (distance > 1) {
if (distance < this.dashRange && this._dashCooldown <= 0) {
this._windupTimer = this.windupTime;
} else {
move = delta.divS(distance).mulS(this.speed);
}
}
this.velocity = move.addV(this._hitKnockback);
GameObject.prototype.update.call(this, dt);
this._hitKnockback = this._hitKnockback.mulS(Math.max(0, 1 - dt * this.knockbackDamping));
this._flash = Math.max(0, this._flash - dt);
}
draw(renderer) {
this._drawEmerge(renderer);
const s = this.size * this._emergeSize();
const dashing = this._dashTimer > 0;
const winding = this._windupTimer > 0;
let color = this.baseColor;
if (this._flash > 0) {
color = [1, 1, 1, 1];
} else if (winding || dashing) {
color = [
this.baseColor[0] + (1 - this.baseColor[0]) * 0.8,
this.baseColor[1] + (1 - this.baseColor[1]) * 0.8,
this.baseColor[2],
1,
];
}
const towards = dashing ? this._dashDirection : this.target.pos.subV(this.pos);
const facing = Math.atan2(towards.y, towards.x);
const dirX = Math.cos(facing);
const dirY = Math.sin(facing);
const perpX = -dirY;
const perpY = dirX;
const shade = [color[0] * 0.65, color[1] * 0.65, color[2] * 0.65, 1];
const shadeDark = [color[0] * 0.4, color[1] * 0.4, color[2] * 0.4, 1];
const light = [
Math.min(1, color[0] + 0.25),
Math.min(1, color[1] + 0.25),
Math.min(1, color[2] + 0.25),
1,
];
const drawLimb = (ax, ay, bx, by, thickness, limbColor) => {
const len = Math.hypot(bx - ax, by - ay);
if (len < 1) return;
renderer.drawTexture(
renderer.whiteTexture,
(ax + bx) / 2 - len / 2,
(ay + by) / 2 - thickness / 2,
len,
thickness,
limbColor,
Math.atan2(by - ay, bx - ax),
);
};
const bodyLen = s * (dashing ? 1.45 : winding ? 0.9 : 1.15);
const bodyH = s * (dashing ? 0.42 : winding ? 0.7 : 0.55);
renderer.drawTexture(
renderer.whiteTexture,
this.pos.x - s * 0.72,
this.pos.y - s * 0.26 + s * 0.08,
s * 1.44,
s * 0.52,
[0, 0, 0, 0.35],
);
if (winding) {
renderer.drawTexture(
renderer.whiteTexture,
this.pos.x - s * 0.9,
this.pos.y - s * 0.6,
s * 1.8,
s * 1.2,
[1, 1, 1, 0.3],
);
}
const tailBaseX = this.pos.x - dirX * bodyLen * 0.45;
const tailBaseY = this.pos.y - dirY * bodyLen * 0.45;
const tailSway = dashing ? 0 : Math.sin(this._time * 16) * s * 0.14;
const tailTipX = tailBaseX - dirX * (dashing ? s * 0.6 : s * 0.42) + perpX * tailSway;
const tailTipY = tailBaseY - dirY * (dashing ? s * 0.6 : s * 0.42) + perpY * tailSway;
drawLimb(tailBaseX, tailBaseY, tailTipX, tailTipY, s * 0.11, shadeDark);
drawLimb(
tailTipX, tailTipY,
tailTipX + perpX * tailSway * 0.5 - dirX * s * 0.08,
tailTipY + perpY * tailSway * 0.5 - dirY * s * 0.08,
s * 0.15,
shade,
);
const legL = s * (dashing ? 0.3 : winding ? 0.16 : 0.4);
const legW = s * 0.11;
for (let pair = 0; pair < 2; pair += 1) {
const front = pair === 0;
const baseFx = this.pos.x + dirX * bodyLen * (front ? 0.4 : -0.4);
const baseFy = this.pos.y + dirY * bodyLen * (front ? 0.4 : -0.4);
for (let i = 0; i < 2; i += 1) {
const sign = i === 0 ? 1 : -1;
const bx = baseFx + perpX * bodyH * 0.5 * sign;
const by = baseFy + perpY * bodyH * 0.5 * sign;
let fx = bx;
let fy = by;
if (dashing) {
fx = bx - dirX * legL;
fy = by - dirY * legL;
} else if (winding) {
fx = bx + perpX * sign * s * 0.1;
fy = by + s * 0.13;
} else {
const run = Math.sin(this._time * 18 + (front ? 0 : Math.PI)) * s * 0.16;
fx = bx + dirX * run * 0.7 + perpX * sign * s * 0.04;
fy = by + legL;
}
drawLimb(bx, by, fx, fy, legW, shadeDark);
}
}
renderer.drawTexture(
renderer.whiteTexture,
this.pos.x - bodyLen / 2,
this.pos.y - bodyH / 2,
bodyLen,
bodyH,
color,
facing,
);
const headLen = s * (dashing ? 0.38 : 0.44);
const headH = s * 0.3;
const headCx = this.pos.x + dirX * (bodyLen * 0.5 - s * 0.03);
const headCy = this.pos.y + dirY * (bodyLen * 0.5 - s * 0.03);
renderer.drawTexture(
renderer.whiteTexture,
headCx - headLen / 2,
headCy - headH / 2,
headLen,
headH,
light,
facing,
);
const snoutLen = s * 0.28;
const snoutCx = headCx + dirX * (headLen * 0.5 + snoutLen * 0.4);
const snoutCy = headCy + dirY * (headLen * 0.5 + snoutLen * 0.4);
drawLimb(headCx, headCy, snoutCx, snoutCy, s * 0.18, shade);
const noseS = s * 0.08;
renderer.drawTexture(
renderer.whiteTexture,
snoutCx + dirX * snoutLen * 0.5 - noseS / 2,
snoutCy + dirY * snoutLen * 0.5 - noseS / 2,
noseS,
noseS,
[0.03, 0.05, 0.12, 1],
);
const eyeS = s * 0.08;
const eyeCx = headCx + dirX * headLen * 0.28;
const eyeCy = headCy + dirY * headLen * 0.28;
for (let i = 0; i < 2; i += 1) {
const sign = i === 0 ? 1 : -1;
renderer.drawTexture(
renderer.whiteTexture,
eyeCx + perpX * eyeS * 1.5 * sign - eyeS / 2,
eyeCy + perpY * eyeS * 1.5 * sign - eyeS / 2,
eyeS,
eyeS,
[0.03, 0.05, 0.12, 1],
);
}
const earS = s * 0.13;
const earBack = dashing || winding ? 0.6 : 1;
for (let i = 0; i < 2; i += 1) {
const sign = i === 0 ? 1 : -1;
const eax = headCx + perpX * earS * 1.55 * sign;
const eay = headCy + perpY * earS * 1.55 * sign;
drawLimb(
eax, eay,
eax - dirX * earS * earBack,
eay - dirY * earS * earBack,
earS * 0.5,
shadeDark,
);
}
}
}