Move particle stuff to a system to simplify spawning particles
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ec7b01918c
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src/.game.js.swp
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src/.game.js.swp
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4
src/bootstrap.js
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4
src/bootstrap.js
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@ -14,7 +14,7 @@ game.bootstrap = (() => {
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'src/components/position.js', 'src/components/momentum.js', 'src/components/gridPosition.js',
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'src/components/position.js', 'src/components/momentum.js', 'src/components/gridPosition.js',
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'src/components/appearence.js', 'src/components/controllable.js', 'src/components/pushable.js',
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'src/components/appearence.js', 'src/components/controllable.js', 'src/components/pushable.js',
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'src/components/loadPriority.js', 'src/components/stop.js', 'src/components/alive.js',
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'src/components/loadPriority.js', 'src/components/stop.js', 'src/components/alive.js',
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'src/components/sprite.js'
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'src/components/sprite.js', 'src/components/particles.js'
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],
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],
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id: 'components'
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id: 'components'
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},
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},
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@ -34,7 +34,7 @@ game.bootstrap = (() => {
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{
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{
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src: [
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src: [
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
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'src/systems/render.js', 'src/systems/grid.js', 'src/systems/physics.js', 'src/systems/keyboardInput.js',
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'src/systems/collision.js', 'src/systems/undo.js'
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'src/systems/collision.js', 'src/systems/undo.js', 'src/systems/particle.js'
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],
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],
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id: 'systems' },
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id: 'systems' },
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{ src: ['src/game.js'], id: 'game' },
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{ src: ['src/game.js'], id: 'game' },
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1
src/components/particles.js
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1
src/components/particles.js
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@ -0,0 +1 @@
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game.components.Particles = (spec) => game.Component('particles', {spec});
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src/entities/.borderParticles.js.swp
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src/entities/.borderParticles.js.swp
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@ -1,56 +1,40 @@
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game.createBorderParticles = ({colors, maxAmount, minAmount, minLife, maxLife, minRadius, maxRadius, maxSpeed}) => {
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game.createBorderParticles = () => {
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const particles = game.Entity();
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const particleSpawner = game.Entity();
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let particleSpecs = Array(randomInRange(minAmount, maxAmount)).fill(0).map(() => {
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const spawnFunction = (particleSpec) => {
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const particle = {
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x: Math.random(),
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y: Math.random(),
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dx: Math.random() * maxSpeed - maxSpeed / 2,
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dy: Math.random() * maxSpeed - maxSpeed / 2,
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radius: randomInRange(minRadius, maxRadius),
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color: colors[randomInRange(0, colors.length-1)],
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lifetime: randomInRange(minLife, maxLife),
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elapsed: 0,
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};
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switch (Math.floor(Math.random() * 4)) {
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switch (Math.floor(Math.random() * 4)) {
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case 0:
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case 0:
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particle.y = 0;
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particleSpec.y = 0;
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particle.dy = -Math.abs(particle.dy);
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particleSpec.dy = -Math.abs(particleSpec.dy);
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break;
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break;
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case 1:
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case 1:
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particle.x = 1;
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particleSpec.x = 1;
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particle.dx = Math.abs(particle.dx);
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particleSpec.dx = Math.abs(particleSpec.dx);
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break;
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break;
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case 2:
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case 2:
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particle.y = 1;
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particleSpec.y = 1;
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particle.dy = Math.abs(particle.dy);
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particleSpec.dy = Math.abs(particleSpec.dy);
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break;
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break;
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case 3:
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case 3:
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particle.x = 0;
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particleSpec.x = 0;
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particle.dx = -Math.abs(particle.dx);
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particleSpec.dx = -Math.abs(particleSpec.dx);
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break;
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break;
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}
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}
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return particle;
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return particleSpec;
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});
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};
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game.sprites.borderParticle = game.graphics.Sprite({
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particleSpawner.addComponent(game.components.Particles({
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drawFunction: (elapsedTime, {x, y, width, height}, context) => {
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spec: {
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particleSpecs.map((spec) => spec.elapsed += elapsedTime);
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spawnFunction,
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particleSpecs = particleSpecs.filter((spec) => spec.lifetime > spec.elapsed);
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colors: ["#16f7c9", "#0d6e5a", "#2fa18a", "#48cfb4", "#58877d", "#178054", "#2cdb92"],
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if (particleSpecs.length === 0) {
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maxSpeed: 0.20,
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particles.removeComponent("alive");
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minRadius: 1,
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maxRadius: 3,
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minLife: 100,
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maxLife: 300,
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minAmount: 20,
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maxAmount: 50,
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}
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}
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particleSpecs.map((spec) => {
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}));
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const position = {x: (spec.x * width) + x + spec.dx * spec.elapsed, y: (spec.y * height) + y + spec.dy * spec.elapsed};
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particleSpawner.addComponent(game.components.LoadPriority({priority: 1}));
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const fill = context.fillStyle;
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particleSpawner.addComponent(game.components.Alive());
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context.fillStyle = spec.color;
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return particleSpawner;
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context.beginPath();
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context.arc(position.x, position.y, spec.radius, 0, 2 * Math.PI);
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context.fill();
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context.fillStyle = fill;
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});
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}
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})
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particles.addComponent(game.components.LoadPriority({priority: 1}));
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particles.addComponent(game.components.Alive());
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particles.addComponent(game.components.Sprite({spriteName: "borderParticle"}))
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return particles;
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}
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}
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@ -26,7 +26,7 @@ game.initialize = () => {
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// Maintained by gridSystem as a side-effect
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// Maintained by gridSystem as a side-effect
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game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
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game.entitiesGrid = Array(game.config.yDim).fill(null).map(() => Array(game.config.xDim).fill(null).map(() => new Map()));
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game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "render"];
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game.systemOrder = ["gridSystem", "collisionSystem", "physics", "keyboardInput", "undo", "particle", "render"];
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game.systems = { };
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game.systems = { };
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game.systems.physics = game.system.Physics(),
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game.systems.physics = game.system.Physics(),
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game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
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game.systems.gridSystem = game.system.Grid(game.entitiesGrid);
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@ -34,6 +34,7 @@ game.initialize = () => {
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game.systems.render = game.system.Render(game.graphics);
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game.systems.render = game.system.Render(game.graphics);
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game.systems.undo = game.system.Undo(game.entitiesGrid);
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game.systems.undo = game.system.Undo(game.entitiesGrid);
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game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
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game.systems.keyboardInput = game.system.KeyboardInput(game.systems.undo);
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game.systems.particle = game.system.Particle(game.canvas.context);
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lastTimeStamp = performance.now()
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lastTimeStamp = performance.now()
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requestAnimationFrame(game.loop);
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requestAnimationFrame(game.loop);
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BIN
src/systems/.collision.js.swp
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src/systems/.collision.js.swp
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src/systems/.particle.js.swp
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src/systems/.particle.js.swp
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src/systems/.render.js.swp
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src/systems/.render.js.swp
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@ -39,19 +39,11 @@ game.system.Collision = (entitiesGrid) => {
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entity.removeComponent("momentum");
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entity.removeComponent("momentum");
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} else {
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} else {
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entitiesToPush.map((e) => {
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entitiesToPush.map((e) => {
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// const particles = game.createBorderParticles({
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const pushedParticleSpawner = game.createBorderParticles();
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// colors: ["#16f7c9", "#0d6e5a", "#2fa18a", "#48cfb4", "#58877d", "#178054", "#2cdb92"],
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pushedParticleSpawner.addComponent(game.components.Position(e.components.position));
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// maxSpeed: 0.20,
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pushedParticleSpawner.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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// minRadius: 1,
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game.entities[pushedParticleSpawner.id] = pushedParticleSpawner;
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// maxRadius: 3,
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// minLife: 100,
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// maxLife: 300,
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// minAmount: 20,
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// maxAmount: 50,
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// });
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// particles.addComponent(game.components.Position(e.components.position));
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// particles.addComponent(game.components.Appearance({width: game.canvas.width / game.config.xDim, height: game.canvas.height / game.config.yDim}));
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// game.entities[particles.id] = particles;
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e.addComponent(game.components.Momentum({...momentum}))
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e.addComponent(game.components.Momentum({...momentum}))
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});
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});
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}
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}
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57
src/systems/particle.js
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src/systems/particle.js
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@ -0,0 +1,57 @@
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game.system.Particle = () => {
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"use strict";
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const particleSpawners = {};
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const particleSpawner = ({colors, maxAmount, minAmount, minLife, maxLife, minRadius, maxRadius, maxSpeed, spawnFunction}) => {
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return Array(randomInRange(minAmount, maxAmount)).fill(0).map(() => {
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let particleSpec = {
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x: Math.random(),
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y: Math.random(),
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dx: Math.random() * maxSpeed - maxSpeed / 2,
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dy: Math.random() * maxSpeed - maxSpeed / 2,
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radius: randomInRange(minRadius, maxRadius),
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color: colors[randomInRange(0, colors.length-1)],
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lifetime: randomInRange(minLife, maxLife),
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elapsed: 0,
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};
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if (spawnFunction) {
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particleSpec = {...particleSpec, ...spawnFunction(particleSpec)};
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}
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return particleSpec;
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});
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}
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const update = (elapsedTime, entities, _changedIds) => {
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for (let id in entities) {
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const entity = entities[id];
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if (entity.hasComponent("particles")) {
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if (!particleSpawners[entity.id]) {
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particleSpawners[entity.id] = particleSpawner(entity.components.particles.spec.spec);
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entities[id].particleSprite = game.graphics.Sprite({
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drawFunction: (elapsedTime, {x, y, width, height}, context) => {
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let particleSpawner = particleSpawners[entity.id];
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particleSpawner.map((particleSpec) => particleSpec.elapsed += elapsedTime);
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particleSpawners[id] = particleSpawner.filter((particleSpec) => particleSpec.lifetime > particleSpec.elapsed);
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particleSpawner = particleSpawners[id];
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if (particleSpawner.length === 0) {
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entities[id].removeComponent("alive");
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}
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particleSpawner.map((particleSpec) => {
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const position = {x: (particleSpec.x * width) + x + particleSpec.dx * particleSpec.elapsed, y: (particleSpec.y * height) + y + particleSpec.dy * particleSpec.elapsed};
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const fill = context.fillStyle;
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context.fillStyle = particleSpec.color;
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context.beginPath();
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context.arc(position.x, position.y, particleSpec.radius, 0, 2 * Math.PI);
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context.fill();
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context.fillStyle = fill;
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});
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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 new Set();
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};
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return { update };
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};
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@ -10,8 +10,13 @@ game.system.Render = (graphics) => {
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});
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});
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sortedEntities.forEach((entity) => {
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sortedEntities.forEach((entity) => {
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if (entity.hasComponent("position") && entity.hasComponent("appearance") && entity.hasComponent("sprite")) {
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if (entity.hasComponent("position") && entity.hasComponent("appearance")) {
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game.sprites[entity.components.sprite.spriteName].draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
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const drawSpec = {...entity.components.position, ...entity.components.appearance};
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if (entity.hasComponent("sprite")) {
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game.sprites[entity.components.sprite.spriteName].draw(elapsedTime, drawSpec);
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} else if (entity.hasComponent("particles")) {
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entity.particleSprite.draw(elapsedTime, drawSpec);
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}
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}
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}
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});
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});
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@ -19,7 +19,7 @@ body {
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border: 3px solid grey;
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border: 3px solid grey;
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border-radius: 5px;
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border-radius: 5px;
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max-width: 100%;
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max-width: 100%;
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background-color: rgba(0, 0, 0, 0.95);
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background-color: rgba(0, 0, 25, 0.9);
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}
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}
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.game-hud {
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.game-hud {
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