Fucking BUG with targetPosition fixed

This commit is contained in:
Luis Fernando Molina committed 2019-05-09 23:25:52 +02:00
1 parent 3ef9adadb2
commit 032db15106
5 files changed
+21 -20

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+4 -8
View File
@@ -391,7 +391,7 @@ function newFloatingLayer () {
/* Calculate repulsion force produced by all other floatingObjects */
currentRepulsionForce(i)
repulsionForceBetweenFloatingObjects(i)
targetRepulsionForce(i)
@@ -457,7 +457,7 @@ function newFloatingLayer () {
}
}
function currentRepulsionForce (currentFloatingObject) {
function repulsionForceBetweenFloatingObjects (currentFloatingObject) {
try {
/* We generate a repulsion force between floatingObjects, that prevents them to be collisioning so often. */
@@ -515,7 +515,7 @@ function newFloatingLayer () {
}
}
} catch (err) {
if (ERROR_LOG === true) { logger.write('[ERROR] currentRepulsionForce -> err= ' + err.stack) }
if (ERROR_LOG === true) { logger.write('[ERROR] repulsionForceBetweenFloatingObjects -> err= ' + err.stack) }
}
}
@@ -645,11 +645,7 @@ function newFloatingLayer () {
}
function distance (x1, y1, x2, y2) {
try {
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2))
} catch (err) {
if (ERROR_LOG === true) { logger.write('[ERROR] distance -> err= ' + err.stack) }
}
return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2))
}
function resolveCollision (floatingObject1, floatingObject2) {
+9 -4
View File
@@ -400,10 +400,13 @@ function newStrategyPart () {
thisObject.codeEditor.physics()
}
if (thisObject.payload.chainParent === undefined) { return }
thisObject.payload.targetPosition.x = thisObject.payload.chainParent.payload.position.x
thisObject.payload.targetPosition.y = thisObject.payload.chainParent.payload.position.y
if (thisObject.payload.chainParent === undefined) {
thisObject.payload.targetPosition.x = canvas.floatingSpace.container.frame.width / 2,
thisObject.payload.targetPosition.y = canvas.floatingSpace.container.frame.height / 2
} else {
thisObject.payload.targetPosition.x = thisObject.payload.chainParent.payload.position.x - canvas.floatingSpace.container.frame.position.x
thisObject.payload.targetPosition.y = thisObject.payload.chainParent.payload.position.y - canvas.floatingSpace.container.frame.position.y
}
}
function onFocus () {
@@ -480,6 +483,7 @@ function newStrategyPart () {
y: 0
}
targetPoint = canvas.floatingSpace.container.frame.frameThisPoint(targetPoint)
position = thisObject.container.frame.frameThisPoint(position)
if (thisObject.container.frame.radius > 1) {
@@ -630,3 +634,4 @@ function newStrategyPart () {
}
}
}
+2 -2
View File
@@ -94,7 +94,7 @@ function newStrategyPartConstructor () {
}
function level_0 () {
floatingObject.friction = 0.93
floatingObject.friction = FRICTION// 0.93
floatingObject.initializeMass(500)
floatingObject.initializeRadius(45)
@@ -105,7 +105,7 @@ function newStrategyPartConstructor () {
}
function level_1 () {
floatingObject.friction = 0.94
floatingObject.friction = FRICTION // 0.94
floatingObject.initializeMass(250)
floatingObject.initializeRadius(45)
+4 -4
View File
@@ -29,10 +29,10 @@ function newFloatingSpace () {
thisObject.container.isWheelable = true
thisObject.container.detectMouseOver = true
thisObject.container.frame.radius = 0
thisObject.container.frame.width = browserCanvas.width * 1.5
thisObject.container.frame.height = browserCanvas.height * 1.5
thisObject.container.frame.position.x = browserCanvas.width / 2 - thisObject.container.frame.width / 2
thisObject.container.frame.position.y = browserCanvas.height / 2 - thisObject.container.frame.height / 2
thisObject.container.frame.width = browserCanvas.width * 1
thisObject.container.frame.height = browserCanvas.height * 1
thisObject.container.frame.position.x = 0 // browserCanvas.width / 2// - thisObject.container.frame.width / 2
thisObject.container.frame.position.y = 0 // browserCanvas.height / 2// - thisObject.container.frame.height / 2
let visible = false
+2 -2
View File
@@ -43,8 +43,8 @@ function newInvestmentPlan () {
let payload = {}
if (chainParent === undefined) {
payload.targetPosition = {
x: canvas.floatingSpace.container.frame.width / 2,
y: canvas.floatingSpace.container.frame.height / 2
x: canvas.floatingSpace.container.frame.position.x + canvas.floatingSpace.container.frame.width / 2,
y: canvas.floatingSpace.container.frame.position.y + canvas.floatingSpace.container.frame.height / 2
}
} else {
payload.targetPosition = {