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Feature/improve bullet linking #33

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Mar 17, 2022
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27 changes: 10 additions & 17 deletions src/entity_manager.ts
Original file line number Diff line number Diff line change
Expand Up @@ -18,16 +18,7 @@ class EntityManager {
this.#entities = this.#entitiesUpdated;
this.#entitiesUpdated = [];
});
}

get entities(): Entity[] {
return this.#entities;
}

/**
* Calling this method is mandatory to start recording entities.
*/
initialize(): void {
this.#triangleHook();

this.#squareHook();
Expand All @@ -40,6 +31,10 @@ class EntityManager {
this.#playerHook();
}

get entities(): Entity[] {
return this.#entities;
}

/**
*
* @returns The own player entity
Expand All @@ -66,7 +61,7 @@ class EntityManager {
let parent = null;
if (type == EntityType.Bullet) {
// TODO: we want to change this to EntityType.Barrel in the future?
const parentIndex = this.#findEntity(EntityType.Player, position, 1000);
const parentIndex = this.#findEntity(EntityType.Player, position, 300);
if (parentIndex >= 0) {
parent = this.entities[parentIndex];
}
Expand All @@ -89,12 +84,14 @@ class EntityManager {
* Searches `#entities` for the entity that is closest to `position` and
* returns the __index__ of that entity or __-1__ if there is no match.
*/
#findEntity(type: EntityType, position: Vector, tolerance: number = 28): number {
#findEntity(type: EntityType, position: Vector, tolerance: number = 42): number {
let result = -1;
let shortestDistance = Number.MAX_SAFE_INTEGER;
let shortestDistance = Infinity;

this.#entities.forEach((x, i) => {
const distance = Vector.distance(x.predictPos(0), position);
if (x.type !== type) return;

const distance = Vector.distance(x.position, position);

if (distance < shortestDistance) {
shortestDistance = distance;
Expand All @@ -106,10 +103,6 @@ class EntityManager {
return -1;
}

if (this.#entities[result].type !== type) {
return -1;
}

return result;
}

Expand Down