player physics
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@ -73,6 +73,20 @@ export class Player extends Phaser.GameObjects.Container {
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this.body.setOffset(-radius, -radius); // Center the body on the container
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this.body.setOffset(-radius, -radius); // Center the body on the container
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this.body.setCollideWorldBounds(true);
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this.body.setCollideWorldBounds(true);
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// Set up physics-based movement
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// Max velocity based on speed attribute (e.g., speed 80 -> 8 m/s = 160 px/s)
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const maxSpeed = (this.attributes.speed / 10) * SCALE;
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this.body.setMaxVelocity(maxSpeed, maxSpeed);
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// Drag simulates ice friction (higher = more friction)
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// Lower drag = more gliding (realistic for ice)
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this.body.setDrag(100, 100);
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// Acceleration determines how quickly player reaches max speed
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// Higher skill = better acceleration control
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const acceleration = (this.attributes.skill / 10) * SCALE * 10;
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this.body.setAcceleration(0, 0); // Will be set each frame based on target
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this.createSprite();
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this.createSprite();
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}
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}
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@ -148,31 +162,9 @@ export class Player extends Phaser.GameObjects.Container {
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}
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}
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/**
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/**
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* Update player movement each frame
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* Update player movement each frame (physics-based)
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*/
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*/
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public update(_delta: number) {
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public update(_delta: number) {
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// Calculate distance to target
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const dx = this.targetX - this.gameX;
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const dy = this.targetY - this.gameY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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// If close enough to target, stop
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if (distance < 0.1) {
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this.body.setVelocity(0, 0);
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return;
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}
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// Calculate velocity based on speed attribute
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// speed attribute (0-100) maps to actual m/s (e.g., 80 -> 8 m/s)
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const baseSpeed = (this.attributes.speed / 10) * SCALE; // Convert to pixels/s
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const speed = baseSpeed * this.speedMultiplier; // Apply speed multiplier
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// Normalize direction and apply speed
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const dirX = dx / distance;
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const dirY = dy / distance;
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this.body.setVelocity(dirX * speed, -dirY * speed); // Negative Y because screen coords
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// Update game position based on physics body center
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// Update game position based on physics body center
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const centerX = (this.scene.game.config.width as number) / 2;
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const centerX = (this.scene.game.config.width as number) / 2;
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const centerY = (this.scene.game.config.height as number) / 2;
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const centerY = (this.scene.game.config.height as number) / 2;
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@ -180,5 +172,28 @@ export class Player extends Phaser.GameObjects.Container {
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const bodyY = this.body.y + this.body.height / 2;
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const bodyY = this.body.y + this.body.height / 2;
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this.gameX = (bodyX - centerX) / SCALE;
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this.gameX = (bodyX - centerX) / SCALE;
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this.gameY = -(bodyY - centerY) / SCALE;
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this.gameY = -(bodyY - centerY) / SCALE;
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// Calculate distance to target
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const dx = this.targetX - this.gameX;
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const dy = this.targetY - this.gameY;
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const distance = Math.sqrt(dx * dx + dy * dy);
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// If close enough to target, reduce acceleration (coast)
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if (distance < 1.0) {
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this.body.setAcceleration(0, 0);
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return;
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}
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// Calculate acceleration direction toward target
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const dirX = dx / distance;
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const dirY = dy / distance;
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// Acceleration magnitude based on skill attribute and speed multiplier
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// Higher skill = better acceleration (more responsive)
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const baseAcceleration = (this.attributes.skill / 10) * SCALE * 10;
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const acceleration = baseAcceleration * this.speedMultiplier;
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// Apply acceleration toward target (negative Y for screen coords)
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this.body.setAcceleration(dirX * acceleration, -dirY * acceleration);
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}
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}
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}
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}
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