50 lines
1.6 KiB
JavaScript
50 lines
1.6 KiB
JavaScript
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game.system.Collision = (entitiesGrid) => {
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const update = (elapsedTime, entities, changedIds) => {
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for (let entity of Object.keys(entities).map((id) => entities[id])) {
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if (entity.hasComponent("controllable") && entity.hasComponent("gridPosition") && entity.hasComponent("momentum")) {
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const momentum = unitize(entity.components.momentum);
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let found;
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const proposed = {x: entity.components.gridPosition.x + momentum.dx, y: entity.components.gridPosition.y + momentum.dy};
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const entitiesToPush = [];
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let wall = false;
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do {
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const proposedClampedInBounds = clamp(proposed, game.config.xDim-1, game.config.yDim-1);
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if (!equivalence(proposed, proposedClampedInBounds)) {
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break;
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}
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found = false;
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const entitiesInCell = entitiesGrid[proposed.y][proposed.x];
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for (let next of entitiesInCell.values()) {
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if (next.hasComponent("stop")) {
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console.log("WALL FOUND")
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wall = next;
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found = false;
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break;
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}
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if (next.hasComponent("pushable")) {
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entitiesToPush.push(next);
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found = true;
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}
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}
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proposed.x += momentum.dx;
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proposed.y += momentum.dy;
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} while(found);
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if (wall) {
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console.log("WALL")
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entity.removeComponent("momentum");
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} else {
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entitiesToPush.map((e) => e.addComponent(game.components.Momentum({...momentum})));
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}
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}
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}
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return new Set();
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};
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return { update };
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};
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