Step 6: Track accuracy via projectile collisions
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Added real-time accuracy tracking by detecting projectile-asteroid collisions. **Modified: src/weaponSystem.ts** - Enable collision callbacks on projectile physics body - Add collision observable to each projectile in fire() method - Track when projectile collides with any object (asteroids) - Call gameStats.recordShotHit() on first collision - Prevent duplicate hit recording with hitRecorded flag - Clean up collision observer when projectile is disposed or hits target - Capture gameStats in closure for access in collision handler The Accuracy statistic now updates in real-time on the status screen, calculated as (hits / shots fired) * 100%. All 6 statistics now update in real-time: ✅ Game Time - Tracks from XR pose set ✅ Asteroids Destroyed - From score observable ✅ Hull Damage Taken - From ship status changes ✅ Shots Fired - From weapon fire() calls ✅ Accuracy - From projectile collisions ✅ Fuel Consumed - From physics thrust 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
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@ -101,6 +101,7 @@ export class WeaponSystem {
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);
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ammoAggregate.body.setAngularDamping(1);
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ammoAggregate.body.setMotionType(PhysicsMotionType.DYNAMIC);
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ammoAggregate.body.setCollisionCallbackEnabled(true);
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// Set projectile velocity (already includes ship velocity)
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ammoAggregate.body.setLinearVelocity(velocityVector);
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@ -115,8 +116,31 @@ export class WeaponSystem {
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this._gameStats.recordShotFired();
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}
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// Track hits via collision detection
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let hitRecorded = false; // Prevent multiple hits from same projectile
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const gameStats = this._gameStats; // Capture in closure
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const collisionObserver = ammoAggregate.body.getCollisionObservable().add((collisionEvent) => {
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// Check if projectile hit something (not ship, not another projectile)
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// Asteroids/rocks are the targets
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if (!hitRecorded && gameStats && collisionEvent.collidedAgainst) {
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// Record as hit - assumes collision with asteroid
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gameStats.recordShotHit();
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hitRecorded = true;
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// Remove collision observer after first hit
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if (collisionObserver) {
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ammoAggregate.body.getCollisionObservable().remove(collisionObserver);
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}
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}
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});
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// Auto-dispose after 2 seconds
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window.setTimeout(() => {
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// Clean up collision observer
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if (collisionObserver) {
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ammoAggregate.body.getCollisionObservable().remove(collisionObserver);
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}
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ammoAggregate.dispose();
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ammo.dispose();
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}, 2000);
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