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 const proposed = {x: entity.components.gridPosition.x + momentumVector.dx, y: entity.components.gridPosition.y + momentumVector.dy} const entitiesInCell = entitiesGrid[proposed.x][proposed.y]; for (let id in entitiesInCell) { if (entitiesInCell[id].hasComponent("pushable")) { entitiesInCell[id].addComponent(game.components.Momentum({...momentumVector})); } } 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 }; };