Grid system & simple physics

This commit is contained in:
Logan Hunt 2022-04-02 16:04:13 -06:00
parent 4d34b0b4b8
commit 5a55b5fa0c
Signed by untrusted user who does not match committer: simponic
GPG Key ID: 52B3774857EB24B1
14 changed files with 190 additions and 558 deletions

View File

@ -19,8 +19,10 @@
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};
</script>

504
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"resolved": "https://registry.npmjs.org/vary/-/vary-1.1.2.tgz",
"integrity": "sha1-IpnwLG3tMNSllhsLn3RSShj2NPw=",
"engines": {
"node": ">= 0.8"
}
}
},
"dependencies": {
"accepts": {
"version": "1.3.8",

52
src/bootstrap.js vendored
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@ -1,30 +1,32 @@
game.bootstrap = (() => {
const scripts = [
{ src: ['src/render/graphics.js'], id: 'render' },
{ src: ['src/components/component.js', 'src/components/position.js', 'src/components/appearence.js'], id: 'components' },
{ src: ['src/entities/entity.js'], id: 'entity' },
{ src: ['src/entities/bigblue.js'], id: 'entities' },
{ src: ['src/entities/flag.js'], id: 'entities' },
{ src: ['src/entities/floor.js'], id: 'entities' },
{ src: ['src/entities/grass.js'], id: 'entities' },
{ src: ['src/entities/hedge.js'], id: 'entities' },
{ src: ['src/entities/liquid.js'], id: 'entities' },
{ src: ['src/entities/rock.js'], id: 'entities' },
{ src: ['src/entities/wall.js'], id: 'entities' },
{ src: ['src/entities/wordBigBlue.js'], id: 'entities' },
{ src: ['src/entities/wordFlag.js'], id: 'entities' },
{ src: ['src/entities/wordIs.js'], id: 'entities' },
{ src: ['src/entities/wordKill.js'], id: 'entities' },
{ src: ['src/entities/wordLava.js'], id: 'entities' },
{ src: ['src/entities/wordPush.js'], id: 'entities' },
{ src: ['src/entities/wordRock.js'], id: 'entities' },
{ src: ['src/entities/wordSink.js'], id: 'entities' },
{ src: ['src/entities/wordStop.js'], id: 'entities' },
{ src: ['src/entities/wordWall.js'], id: 'entities' },
{ src: ['src/entities/wordWater.js'], id: 'entities' },
{ src: ['src/entities/wordWin.js'], id: 'entities' },
{ src: ['src/entities/wordYou.js'], id: 'entities' },
{ src: ['src/systems/render.js'], id: 'systems' },
{ src: ['src/utils/objectEquivalence.js', 'src/utils/unitizeVector.js'], id: 'utils'},
{ src: ['src/render/graphics.js'], id: 'graphics' },
{ src: ['src/components/component.js'], id: 'component' },
{
src: [
'src/components/position.js', 'src/components/momentum.js', 'src/components/gridPosition.js',
'src/components/appearence.js'
],
id: 'components'
},
{ src: ['src/entities/entity.js'], id: 'entity' },
{
src: [
'src/entities/bigblue.js', 'src/entities/flag.js', 'src/entities/floor.js', 'src/entities/grass.js', 'src/entities/hedge.js',
'src/entities/liquid.js', 'src/entities/rock.js', 'src/entities/wall.js', 'src/entities/wordBigBlue.js',
'src/entities/wordFlag.js', 'src/entities/wordIs.js', 'src/entities/wordKill.js', 'src/entities/wordLava.js',
'src/entities/wordPush.js', 'src/entities/wordRock.js', 'src/entities/wordSink.js', 'src/entities/wordStop.js',
'src/entities/wordWall.js', 'src/entities/wordWater.js', 'src/entities/wordWin.js', 'src/entities/wordYou.js'
],
id: 'entities'
},
{ src: ['src/systems/system.js'], id: 'system' },
{
src: [
'src/systems/render.js', 'src/systems/gridSystem.js', 'src/systems/physics.js'
],
id: 'systems' },
{ src: ['src/game.js'], id: 'game' },
];
const assets = {};

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@ -0,0 +1 @@
game.components.GridPosition = ({x, y}) => game.Component('gridPosition', {x, y});

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@ -0,0 +1 @@
game.components.Momentum = ({dx, dy}) => game.Component('momentum', {dx, dy});

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@ -5,13 +5,14 @@ game.Entity = (id=game.nextId++) => {
const addComponent = (component) => {
components[component.name] = component;
}
const removeComponent = (component) => {
delete components[component.name];
}
const hasComponent = (component) => {
components[component.name] !== undefined;
}
};
const hasComponent = (componentName) => components[componentName] !== undefined;
const removeComponent = (componentName) => {
if (hasComponent(componentName)) {
delete components[componentName];
}
};
return {
id,

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@ -1,20 +1,41 @@
game.loop = (elapsedTime) => {
game.systems.Render.update(elapsedTime);
let lastTimeStamp;
game.loop = (timeStamp) => {
let elapsedTime = timeStamp - lastTimeStamp;
lastTimeStamp = timeStamp;
game.systemOrder.map((i) => {
game.systems[i].update(elapsedTime, game.entities);
});
requestAnimationFrame(game.loop);
}
game.initialize = () => {
game.systemOrder = ["render", "physics", "gridSystem"];
game.systems = {
render: game.system.Render(game.graphics),
physics: game.system.Physics(),
gridSystem: game.system.GridSystem({
xDim: 15,
yDim: 15,
canvasWidth: game.canvas.width,
canvasHeight: game.canvas.height,
}),
};
game.entities = {};
game.bigBlue = game.createBigBlue();
game.entities[game.bigBlue.id] = game.bigBlue;
game.bigBlue2 = game.createBigBlue();
game.bigBlue2.components.position = game.components.Position({x: 200, y: 100});
game.entities[game.bigBlue2.id] = game.bigBlue2;
Array(400).fill(null).forEach((_, i) => {
const bigBlue = game.createBigBlue();
bigBlue.addComponent(game.components.GridPosition({x: Math.floor(Math.random() * 15), y: Math.floor(Math.random() * 13)}));
game.entities[bigBlue.id] = bigBlue;
});
game.rock = game.createRock();
game.rock.components.position = game.components.Position({x: 200, y: 200});
game.rock.addComponent(game.components.Position({x: 200, y: 200}));
game.rock.addComponent(game.components.GridPosition({x: 0, y: 0}));
game.entities[game.rock.id] = game.rock;
lastTimeStamp = performance.now()
requestAnimationFrame(game.loop);
}

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@ -3,10 +3,9 @@ game.graphics = (
(context) => {
context.imageSmoothingEnabled = false;
const clear = () => {
context.clearRect(0, 0, game.width, game.height);
context.clearRect(0, 0, game.canvas.width, game.canvas.height);
};
// Maybe this should be a component?
const Sprite = ({image, spriteX, spriteY, spriteWidth, spriteHeight, timePerFrame, cols, rows, numFrames, drawFunction}) => {
timePerFrame = timePerFrame ?? 100;
numFrames = numFrames ?? 1;

73
src/systems/gridSystem.js Normal file
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@ -0,0 +1,73 @@
game.system.GridSystem = ({ xDim, yDim, canvasWidth, canvasHeight }) => {
const entitiesGrid = Array(yDim).fill(null).map(() => Array(xDim).fill(null).map(() => new Map()));
const gridWidth = canvasWidth / xDim;
const gridHeight = canvasHeight / yDim;
const gameCoordsToGrid = ({ x, y }) => {
return { x: Math.floor((x+gridWidth/2) / canvasWidth * xDim), y: Math.floor((y+gridHeight/2) / canvasHeight * yDim) };
};
const gridCoordsToGame = ({ x, y }) => {
return { x: x * gridWidth, y: y * gridHeight };
};
const rebuildGrid = (entities) => {
let changedIds = new Set();
entities.map(entity => {
const { x, y } = entity.components.gridPosition;
if (!entitiesGrid[y][x].has(entity.id)) {
changedIds.add(entity.id);
}
});
entitiesGrid.forEach((row) => row.forEach((entitiesInCell) => {
for (let id of entitiesInCell.keys()) {
if (changedIds.has(id)) {
entitiesInCell.delete(id);
}
}
}));
changedIds.forEach(id => {
const entity = entities[id];
const { x, y } = entity.components.gridPosition;
entitiesGrid[y][x].set(entity.id, entity);
});
}
const update = (_elapsedTime, entities) => {
const gridEntities = Object.keys(entities).filter((x) => entities[x].hasComponent("gridPosition")).map((x) => entities[x]);
rebuildGrid(gridEntities);
gridEntities.map((entity) => {
if (entity.hasComponent("appearance")) {
entity.components.appearance.width = canvasWidth / xDim;
entity.components.appearance.height = canvasHeight / yDim;
}
if (entity.hasComponent("position")) {
const newGridCoords = gameCoordsToGrid(entity.components.position);
const oldGridCoords = entity.components.gridPosition;
if (!equivalence(newGridCoords, oldGridCoords)) {
const momentumVector = unitize({
dx: newGridCoords.x - oldGridCoords.x,
dy: newGridCoords.y - oldGridCoords.y,
});
// TODO: Loop in momentum direction until we find an entity that does not have "push" component
entity.components.gridPosition.x = entity.components.gridPosition.x + momentumVector.dx;
entity.components.gridPosition.y = entity.components.gridPosition.y + momentumVector.dy;
entity.components.position = {
...entity.components.position,
...gridCoordsToGame(entity.components.gridPosition)
};
if (entity.hasComponent("momentum")) {
entity.components.momentum.dx = 0;
entity.components.momentum.dy = 0;
}
}
}
});
};
return { entitiesGrid, gameCoordsToGrid, gridCoordsToGame, update, gridWidth, gridHeight };
};

13
src/systems/physics.js Normal file
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@ -0,0 +1,13 @@
game.system.Physics = () => {
const update = (elapsedTime) => {
for (let id in game.entities) {
const entity = game.entities[id];
if (entity.hasComponent("momentum")) {
const {dx, dy} = entity.components.momentum;
entity.components.position.x += dx * elapsedTime;
entity.components.position.y += dy * elapsedTime;
}
}
}
return { update };
}

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@ -1,18 +1,13 @@
game.systems = {};
game.systems.Render = ((graphics) => {
const renderEntities = (elapsedTime, entities) => {
game.system.Render = (graphics) => {
const update = (elapsedTime, entities) => {
graphics.clear();
for (let id in entities) {
const entity = entities[id];
if (entity.sprite && entity.components.position && entity.components.appearance) {
// document.getElementById("game-canvas").getContext("2d").drawImage(game.assets.bigblue, 100, 100, 100, 100);
if (entity.sprite && entity.hasComponent("position") && entity.hasComponent("appearance")) {
entity.sprite.draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
}
}
}
const update = (elapsedTime) => {
graphics.clear();
renderEntities(elapsedTime, game.entities);
}
return { update };
})(game.graphics);
};

1
src/systems/system.js Normal file
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@ -0,0 +1 @@
game.system = {};

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@ -0,0 +1,14 @@
const equivalence = (obj1, obj2) => {
if (obj1 === null) {
return obj1 === null;
}
return Object.keys(obj1).every(key => {
if (obj2[key] === undefined) {
return false;
}
if (typeof obj1[key] === 'object') {
return equivalence(obj1[key], obj2[key]);
}
return obj1[key] === obj2[key];
});
};

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@ -0,0 +1,11 @@
const unitize = (vector) => {
// Not *technically* a unit vector, but has x,y components of |magnitude| = 1
Object.keys(vector).forEach((key) => {
if (typeof vector[key] === 'object') {
vector[key] = vector[key].unitize();
} else if (typeof vector[key] === 'number') {
vector[key] = (vector[key] === 0 ? 0 : vector[key] / Math.abs(vector[key]));
}
});
return vector;
}