Trying to develop an Agar clone, and I've got a lot of it, but I can't quite figure out how to decrement the player's speed as its mass increases. I've tried several different ways, but nothing works. How would I make the speed go down as the mass goes up? Here's my jsFiddle. This is where I set the speed of of the players:
var playerOneMass = 36;
var player1X = (canvas.width / 2) + 50;
var player = new Player({
x: player1X,
y: canvas.height / 2,
radius: playerOneMass,
speed: {
x: 5,
y: 5
},
name: "player 1",
dir: null
});
var playerTwoMass = 36;
var player2X = (canvas.width / 2) - 50;
var player2 = new Player({
x: player2X,
y: canvas.height / 2,
radius: playerTwoMass,
speed: {
x: 5,
y: 5
},
name: "player 2",
dir: null
});
Let us bring some math in to help us out a little bit. When you want something to grow smaller as another grows bigger, the best option that I have found is to use an inversely proportional relationship. This will allow a smooth smaller and smaller look for you.
new_speed = scalar * start_speed / current_mass
When coming up with the scalar, I have found it best to trial and error until it looks how you want it to.
Here is an example of the equation in action utilizing Two.js.
var two = new Two({width:320, height:180}).appendTo(document.getElementById("mytwo")),
rect = two.makeRectangle(100, 100, 10, 10),
circ = two.makeCircle(5, 100, 5),
mass = 10,
rspeed = Math.PI / 10,
mspeed = 14,
scalar = 10;
// Make it look pretty!
rect.fill = "rgb(100,255,100)";
circ.fill = "rgb(100,100,255)";
// Looping...
two.bind('update', function(fc) {
// Prevents from growing indefinitely
if(mass > 150) return;
mass += 1.5;
rect.scale += .1;
circ.scale += .1;
rect.rotation += scalar * rspeed / mass;
circ.translation.addSelf(new Two.Vector(
scalar * mspeed / mass, 0));
}).play();
<script src="https://cdn.jsdelivr.net/npm/two.js@latest"></script>
<div id="mytwo"><div></div></div>