Plausible parabolas
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@@ -1,5 +1,8 @@
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import { LayeredTileFactory } from './layered_tile_factory.js';
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import { TileFactory } from './tile_factory.js';
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function get_distance(x, y) {
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return Math.sqrt(x ** 2 + y ** 2);
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}
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export class ProjectileTileFactory extends TileFactory {
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constructor(tile_factory, target_relative_x, target_relative_y, spin, speed, loft) {
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super(tile_factory.layer_name, tile_factory.width, tile_factory.height);
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@@ -10,8 +13,17 @@ export class ProjectileTileFactory extends TileFactory {
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this.speed = speed;
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this.loft = loft;
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const copy = tile_factory.copy();
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const distance = Math.sqrt(target_relative_x ** 2 + target_relative_y ** 2);
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console.log(distance);
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const top = Math.min(0, target_relative_y) - loft;
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let h1_distance = get_distance(target_relative_x / 2, top);
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let h2_distance = get_distance(target_relative_x / 2, target_relative_y - top);
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let total_distance = h1_distance + h2_distance;
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let vertex_offset = h1_distance / total_distance;
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for (let i = 0; i < 5; i++) {
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h1_distance = get_distance(target_relative_x * vertex_offset, top);
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h2_distance = get_distance(target_relative_x * (1 - vertex_offset), target_relative_y - top);
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total_distance = h1_distance + h2_distance;
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vertex_offset = h1_distance / total_distance;
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}
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copy.add_animation('launch-x', [
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{
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'offset': 0.0,
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@@ -22,10 +34,10 @@ export class ProjectileTileFactory extends TileFactory {
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{
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'offset': 1.0,
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'left': `${target_relative_x / tile_factory.width * 100}%`,
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'transform': `rotate(${Math.sign(target_relative_x) * distance * spin * 10}deg)`,
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'transform': `rotate(${Math.sign(target_relative_x) * total_distance * spin * 10}deg)`,
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},
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], {
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'duration': distance / speed * 100,
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'duration': total_distance / speed * 100,
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'iterations': 1,
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});
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copy.add_animation('launch-y', [
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@@ -35,16 +47,16 @@ export class ProjectileTileFactory extends TileFactory {
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'top': '0',
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},
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{
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'offset': 0.50 - Math.abs(target_relative_y / distance * 0.50),
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'offset': vertex_offset,
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'easing': 'cubic-bezier(0.33, 0.00, 0.66, 0.33)',
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'top': `${((-1 * loft / tile_factory.height) + ((target_relative_y / distance) * (loft / tile_factory.height))) * 100}%`,
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'top': `${top / tile_factory.height * 100}%`,
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},
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{
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'offset': 1.0,
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'top': `${target_relative_y / tile_factory.height * 100}%`,
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},
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], {
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'duration': distance / speed * 100,
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'duration': total_distance / speed * 100,
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'iterations': 1,
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});
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this.tile_factory = new LayeredTileFactory([copy]);
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