73 lines
2.7 KiB
JavaScript
73 lines
2.7 KiB
JavaScript
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game.system.GridSystem = ({ xDim, yDim, canvasWidth, canvasHeight }) => {
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const entitiesGrid = Array(yDim).fill(null).map(() => Array(xDim).fill(null).map(() => new Map()));
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const gridWidth = canvasWidth / xDim;
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const gridHeight = canvasHeight / yDim;
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const gameCoordsToGrid = ({ x, y }) => {
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return { x: Math.floor((x+gridWidth/2) / canvasWidth * xDim), y: Math.floor((y+gridHeight/2) / canvasHeight * yDim) };
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};
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const gridCoordsToGame = ({ x, y }) => {
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return { x: x * gridWidth, y: y * gridHeight };
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};
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const rebuildGrid = (entities) => {
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let changedIds = new Set();
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entities.map(entity => {
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const { x, y } = entity.components.gridPosition;
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if (!entitiesGrid[y][x].has(entity.id)) {
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changedIds.add(entity.id);
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}
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});
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entitiesGrid.forEach((row) => row.forEach((entitiesInCell) => {
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for (let id of entitiesInCell.keys()) {
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if (changedIds.has(id)) {
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entitiesInCell.delete(id);
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}
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}
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}));
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changedIds.forEach(id => {
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const entity = entities[id];
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const { x, y } = entity.components.gridPosition;
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entitiesGrid[y][x].set(entity.id, entity);
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});
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}
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const update = (_elapsedTime, entities) => {
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const gridEntities = Object.keys(entities).filter((x) => entities[x].hasComponent("gridPosition")).map((x) => entities[x]);
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rebuildGrid(gridEntities);
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gridEntities.map((entity) => {
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if (entity.hasComponent("appearance")) {
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entity.components.appearance.width = canvasWidth / xDim;
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entity.components.appearance.height = canvasHeight / yDim;
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}
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if (entity.hasComponent("position")) {
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const newGridCoords = gameCoordsToGrid(entity.components.position);
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const oldGridCoords = entity.components.gridPosition;
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if (!equivalence(newGridCoords, oldGridCoords)) {
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const momentumVector = unitize({
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dx: newGridCoords.x - oldGridCoords.x,
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dy: newGridCoords.y - oldGridCoords.y,
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});
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// TODO: Loop in momentum direction until we find an entity that does not have "push" component
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entity.components.gridPosition.x = entity.components.gridPosition.x + momentumVector.dx;
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entity.components.gridPosition.y = entity.components.gridPosition.y + momentumVector.dy;
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entity.components.position = {
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...entity.components.position,
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...gridCoordsToGame(entity.components.gridPosition)
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};
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if (entity.hasComponent("momentum")) {
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entity.components.momentum.dx = 0;
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entity.components.momentum.dy = 0;
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}
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}
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}
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});
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};
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return { entitiesGrid, gameCoordsToGrid, gridCoordsToGame, update, gridWidth, gridHeight };
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};
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