Grid system & simple physics
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|
||||||
|
52
src/bootstrap.js
vendored
52
src/bootstrap.js
vendored
@ -1,30 +1,32 @@
|
|||||||
game.bootstrap = (() => {
|
game.bootstrap = (() => {
|
||||||
const scripts = [
|
const scripts = [
|
||||||
{ src: ['src/render/graphics.js'], id: 'render' },
|
{ src: ['src/utils/objectEquivalence.js', 'src/utils/unitizeVector.js'], id: 'utils'},
|
||||||
{ src: ['src/components/component.js', 'src/components/position.js', 'src/components/appearence.js'], id: 'components' },
|
{ src: ['src/render/graphics.js'], id: 'graphics' },
|
||||||
{ src: ['src/entities/entity.js'], id: 'entity' },
|
{ src: ['src/components/component.js'], id: 'component' },
|
||||||
{ src: ['src/entities/bigblue.js'], id: 'entities' },
|
{
|
||||||
{ src: ['src/entities/flag.js'], id: 'entities' },
|
src: [
|
||||||
{ src: ['src/entities/floor.js'], id: 'entities' },
|
'src/components/position.js', 'src/components/momentum.js', 'src/components/gridPosition.js',
|
||||||
{ src: ['src/entities/grass.js'], id: 'entities' },
|
'src/components/appearence.js'
|
||||||
{ src: ['src/entities/hedge.js'], id: 'entities' },
|
],
|
||||||
{ src: ['src/entities/liquid.js'], id: 'entities' },
|
id: 'components'
|
||||||
{ src: ['src/entities/rock.js'], id: 'entities' },
|
},
|
||||||
{ src: ['src/entities/wall.js'], id: 'entities' },
|
{ src: ['src/entities/entity.js'], id: 'entity' },
|
||||||
{ src: ['src/entities/wordBigBlue.js'], id: 'entities' },
|
{
|
||||||
{ src: ['src/entities/wordFlag.js'], id: 'entities' },
|
src: [
|
||||||
{ src: ['src/entities/wordIs.js'], id: 'entities' },
|
'src/entities/bigblue.js', 'src/entities/flag.js', 'src/entities/floor.js', 'src/entities/grass.js', 'src/entities/hedge.js',
|
||||||
{ src: ['src/entities/wordKill.js'], id: 'entities' },
|
'src/entities/liquid.js', 'src/entities/rock.js', 'src/entities/wall.js', 'src/entities/wordBigBlue.js',
|
||||||
{ src: ['src/entities/wordLava.js'], id: 'entities' },
|
'src/entities/wordFlag.js', 'src/entities/wordIs.js', 'src/entities/wordKill.js', 'src/entities/wordLava.js',
|
||||||
{ src: ['src/entities/wordPush.js'], id: 'entities' },
|
'src/entities/wordPush.js', 'src/entities/wordRock.js', 'src/entities/wordSink.js', 'src/entities/wordStop.js',
|
||||||
{ src: ['src/entities/wordRock.js'], id: 'entities' },
|
'src/entities/wordWall.js', 'src/entities/wordWater.js', 'src/entities/wordWin.js', 'src/entities/wordYou.js'
|
||||||
{ src: ['src/entities/wordSink.js'], id: 'entities' },
|
],
|
||||||
{ src: ['src/entities/wordStop.js'], id: 'entities' },
|
id: 'entities'
|
||||||
{ src: ['src/entities/wordWall.js'], id: 'entities' },
|
},
|
||||||
{ src: ['src/entities/wordWater.js'], id: 'entities' },
|
{ src: ['src/systems/system.js'], id: 'system' },
|
||||||
{ src: ['src/entities/wordWin.js'], id: 'entities' },
|
{
|
||||||
{ src: ['src/entities/wordYou.js'], id: 'entities' },
|
src: [
|
||||||
{ src: ['src/systems/render.js'], id: 'systems' },
|
'src/systems/render.js', 'src/systems/gridSystem.js', 'src/systems/physics.js'
|
||||||
|
],
|
||||||
|
id: 'systems' },
|
||||||
{ src: ['src/game.js'], id: 'game' },
|
{ src: ['src/game.js'], id: 'game' },
|
||||||
];
|
];
|
||||||
const assets = {};
|
const assets = {};
|
||||||
|
1
src/components/gridPosition.js
Normal file
1
src/components/gridPosition.js
Normal file
@ -0,0 +1 @@
|
|||||||
|
game.components.GridPosition = ({x, y}) => game.Component('gridPosition', {x, y});
|
1
src/components/momentum.js
Normal file
1
src/components/momentum.js
Normal file
@ -0,0 +1 @@
|
|||||||
|
game.components.Momentum = ({dx, dy}) => game.Component('momentum', {dx, dy});
|
@ -5,13 +5,14 @@ game.Entity = (id=game.nextId++) => {
|
|||||||
|
|
||||||
const addComponent = (component) => {
|
const addComponent = (component) => {
|
||||||
components[component.name] = component;
|
components[component.name] = component;
|
||||||
}
|
};
|
||||||
const removeComponent = (component) => {
|
const hasComponent = (componentName) => components[componentName] !== undefined;
|
||||||
delete components[component.name];
|
const removeComponent = (componentName) => {
|
||||||
}
|
if (hasComponent(componentName)) {
|
||||||
const hasComponent = (component) => {
|
delete components[componentName];
|
||||||
components[component.name] !== undefined;
|
}
|
||||||
}
|
};
|
||||||
|
|
||||||
|
|
||||||
return {
|
return {
|
||||||
id,
|
id,
|
||||||
|
37
src/game.js
37
src/game.js
@ -1,20 +1,41 @@
|
|||||||
game.loop = (elapsedTime) => {
|
let lastTimeStamp;
|
||||||
game.systems.Render.update(elapsedTime);
|
game.loop = (timeStamp) => {
|
||||||
|
let elapsedTime = timeStamp - lastTimeStamp;
|
||||||
|
lastTimeStamp = timeStamp;
|
||||||
|
|
||||||
|
game.systemOrder.map((i) => {
|
||||||
|
game.systems[i].update(elapsedTime, game.entities);
|
||||||
|
});
|
||||||
|
|
||||||
requestAnimationFrame(game.loop);
|
requestAnimationFrame(game.loop);
|
||||||
}
|
}
|
||||||
|
|
||||||
game.initialize = () => {
|
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.entities = {};
|
||||||
game.bigBlue = game.createBigBlue();
|
|
||||||
game.entities[game.bigBlue.id] = game.bigBlue;
|
Array(400).fill(null).forEach((_, i) => {
|
||||||
game.bigBlue2 = game.createBigBlue();
|
const bigBlue = game.createBigBlue();
|
||||||
game.bigBlue2.components.position = game.components.Position({x: 200, y: 100});
|
bigBlue.addComponent(game.components.GridPosition({x: Math.floor(Math.random() * 15), y: Math.floor(Math.random() * 13)}));
|
||||||
game.entities[game.bigBlue2.id] = game.bigBlue2;
|
game.entities[bigBlue.id] = bigBlue;
|
||||||
|
});
|
||||||
|
|
||||||
game.rock = game.createRock();
|
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;
|
game.entities[game.rock.id] = game.rock;
|
||||||
|
|
||||||
|
lastTimeStamp = performance.now()
|
||||||
requestAnimationFrame(game.loop);
|
requestAnimationFrame(game.loop);
|
||||||
}
|
}
|
||||||
|
@ -3,10 +3,9 @@ game.graphics = (
|
|||||||
(context) => {
|
(context) => {
|
||||||
context.imageSmoothingEnabled = false;
|
context.imageSmoothingEnabled = false;
|
||||||
const clear = () => {
|
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}) => {
|
const Sprite = ({image, spriteX, spriteY, spriteWidth, spriteHeight, timePerFrame, cols, rows, numFrames, drawFunction}) => {
|
||||||
timePerFrame = timePerFrame ?? 100;
|
timePerFrame = timePerFrame ?? 100;
|
||||||
numFrames = numFrames ?? 1;
|
numFrames = numFrames ?? 1;
|
||||||
|
73
src/systems/gridSystem.js
Normal file
73
src/systems/gridSystem.js
Normal file
@ -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
13
src/systems/physics.js
Normal file
@ -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 };
|
||||||
|
}
|
@ -1,18 +1,13 @@
|
|||||||
game.systems = {};
|
game.system.Render = (graphics) => {
|
||||||
game.systems.Render = ((graphics) => {
|
const update = (elapsedTime, entities) => {
|
||||||
const renderEntities = (elapsedTime, entities) => {
|
graphics.clear();
|
||||||
|
|
||||||
for (let id in entities) {
|
for (let id in entities) {
|
||||||
const entity = entities[id];
|
const entity = entities[id];
|
||||||
if (entity.sprite && entity.components.position && entity.components.appearance) {
|
if (entity.sprite && entity.hasComponent("position") && entity.hasComponent("appearance")) {
|
||||||
// document.getElementById("game-canvas").getContext("2d").drawImage(game.assets.bigblue, 100, 100, 100, 100);
|
|
||||||
entity.sprite.draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
|
entity.sprite.draw(elapsedTime, {...entity.components.position, ...entity.components.appearance});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
const update = (elapsedTime) => {
|
|
||||||
graphics.clear();
|
|
||||||
renderEntities(elapsedTime, game.entities);
|
|
||||||
}
|
|
||||||
return { update };
|
return { update };
|
||||||
})(game.graphics);
|
};
|
1
src/systems/system.js
Normal file
1
src/systems/system.js
Normal file
@ -0,0 +1 @@
|
|||||||
|
game.system = {};
|
14
src/utils/objectEquivalence.js
Normal file
14
src/utils/objectEquivalence.js
Normal file
@ -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];
|
||||||
|
});
|
||||||
|
};
|
11
src/utils/unitizeVector.js
Normal file
11
src/utils/unitizeVector.js
Normal file
@ -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;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user