feat: projectile system for throwing elements (Phase 4.5)

F key launches first inventory item toward mouse cursor as projectile.
Projectiles travel at 350px/s, expire after 2s, destroyed on hitting
non-walkable tiles. Color matches element's periodic table color.
13 new tests (198 total).

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Денис Шкабатур
2026-02-12 13:29:38 +03:00
parent b097ce738f
commit 0396170303
4 changed files with 404 additions and 11 deletions

141
src/player/projectile.ts Normal file
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/**
* Projectile System — Throw Elements & Compounds
*
* Player launches projectiles toward mouse cursor.
* Projectiles travel in a straight line, expire after a lifetime,
* and are destroyed on hitting non-walkable tiles.
*/
import { addEntity, addComponent, query } from 'bitecs';
import type { World } from '../ecs/world';
import { Position, Velocity, SpriteRef, Projectile } from '../ecs/components';
import { removeGameEntity } from '../ecs/factory';
import { isTileWalkable } from './collision';
import { ElementRegistry } from '../chemistry/elements';
import { CompoundRegistry } from '../chemistry/compounds';
import type { TileGrid } from '../world/types';
/** Extra data for a projectile entity (string data) */
export interface ProjectileData {
itemId: string; // element symbol or compound id
}
// === Constants ===
/** Projectile flight speed in pixels per second */
export const PROJECTILE_SPEED = 350;
/** Projectile lifetime in milliseconds */
export const PROJECTILE_LIFETIME = 2000;
/** Projectile visual radius */
export const PROJECTILE_RADIUS = 5;
// === Direction ===
/**
* Calculate normalized direction from source to target.
* Returns (1, 0) if source == target (default: right).
*/
export function calculateDirection(
fromX: number, fromY: number,
toX: number, toY: number,
): { dx: number; dy: number } {
const dx = toX - fromX;
const dy = toY - fromY;
const len = Math.sqrt(dx * dx + dy * dy);
if (len < 0.001) {
return { dx: 1, dy: 0 }; // default direction
}
return { dx: dx / len, dy: dy / len };
}
// === Launch ===
/**
* Get the display color for a chemical item.
* Uses element color from registry, or compound color, or default white.
*/
function getItemColor(itemId: string): number {
const el = ElementRegistry.getBySymbol(itemId);
if (el) return parseInt(el.color.replace('#', ''), 16);
const comp = CompoundRegistry.getById(itemId);
if (comp) return parseInt(comp.color.replace('#', ''), 16);
return 0xffffff;
}
/**
* Create a projectile entity flying from (fromX, fromY) toward (toX, toY).
* @returns entity ID
*/
export function launchProjectile(
world: World,
projData: Map<number, ProjectileData>,
fromX: number,
fromY: number,
toX: number,
toY: number,
itemId: string,
): number {
const dir = calculateDirection(fromX, fromY, toX, toY);
const eid = addEntity(world);
addComponent(world, eid, Position);
addComponent(world, eid, Velocity);
addComponent(world, eid, SpriteRef);
addComponent(world, eid, Projectile);
Position.x[eid] = fromX;
Position.y[eid] = fromY;
Velocity.vx[eid] = dir.dx * PROJECTILE_SPEED;
Velocity.vy[eid] = dir.dy * PROJECTILE_SPEED;
SpriteRef.color[eid] = getItemColor(itemId);
SpriteRef.radius[eid] = PROJECTILE_RADIUS;
Projectile.lifetime[eid] = PROJECTILE_LIFETIME;
projData.set(eid, { itemId });
return eid;
}
// === System ===
/**
* Update projectiles: decrement lifetime, remove expired/collided.
* Runs AFTER movementSystem (projectiles moved by generic movement).
*/
export function projectileSystem(
world: World,
deltaMs: number,
grid: TileGrid,
tileSize: number,
walkable: Set<number>,
projData: Map<number, ProjectileData>,
): void {
const toRemove: number[] = [];
for (const eid of query(world, [Position, Projectile])) {
// Decrement lifetime
Projectile.lifetime[eid] -= deltaMs;
// Check expiry
if (Projectile.lifetime[eid] <= 0) {
toRemove.push(eid);
continue;
}
// Check tile collision (point check at projectile center)
if (!isTileWalkable(Position.x[eid], Position.y[eid], grid, tileSize, walkable)) {
toRemove.push(eid);
}
}
for (const eid of toRemove) {
removeGameEntity(world, eid);
projData.delete(eid);
}
}