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import { getCosmos } from './cosmos.js';
import { randomAngle, toDegreesInt, normalizeAngle } from './util.js';
import { globalView } from './view.js';
import Vec2 from './vec2.js';
import Color from './color.js';
var cosmos;
export default class Pulse {
angle0;
angle1;
radius;
maxradius = Math.sqrt((gameCanvas.width * gameCanvas.width) +
(gameCanvas.height * gameCanvas.height)) / 2;
velocity;
state = 'state_growing';
energy;
constructor(angle0, arcLength, radius, velocity, energy) {
this.angle0 = normalizeAngle(angle0);
this.angle1 = normalizeAngle(angle0 + arcLength);
this.radius = radius;
this.velocity = velocity;
this.energy = energy;
if (!cosmos) {
cosmos = getCosmos();
}
}
static StrengthPulse(radius, strength) {
if (!cosmos) {
cosmos = getCosmos();
}
// console.log('pulse strength',strength);
var str_factor = 0.8 * (strength / cosmos.pulse_max_str);
return new Pulse(cosmos.angle,
(2 * Math.PI) * str_factor,
radius,
cosmos.pulse_vel_base * str_factor,
strength
);
}
contains(p, tolerance) {
var angle = Math.atan2(p.y, p.x);
if (Math.abs(p.length() - this.radius) < 2) {
var da1 = toDegreesInt(normalizeAngle(angle - this.angle0));
var da2 = toDegreesInt(normalizeAngle(this.angle1 - angle));
// console.log('da1:', da1, 'da2:', da2);
if (da1 > 0 && da2 > 0) {
return true;
}
}
return false;
}
render(ctx) {
const view = globalView();
const center = view.project(Vec2.zero());
ctx.strokeStyle = Color.PulseColor.to_string();
ctx.beginPath();
ctx.arc(center.x, center.y, this.radius, -this.angle0, -this.angle1, true);
ctx.stroke();
}
update(dt) {
if (this[this.state]) {
this[this.state](dt);
}
}
intensity = 0;
launch_intensity = 2;
state_birth(dt) {
this.intensity += dt;
if (this.intensity > this.launch_intensity) {
this.state = 'state_growing';
}
}
state_growing(dt) {
this.radius += this.velocity * dt;
if (this.radius > this.maxradius) {
this.state = 'state_dying';
}
}
state_dying(dt) {
cosmos.dissipate(this.energy);
this.state = 'state_dead';
}
state_dead(dt) {
}
is_alive() {
return this.state !== 'state_dead';
}
}
window.Pulse = Pulse;
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