jumpstorm/engine/systems/FacingDirection.ts

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import {
ComponentNames,
Velocity,
FacingDirection as FacingDirectionComponent,
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Control
} from '../components';
import { Game } from '../Game';
import { System, SystemNames } from './';
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export class FacingDirection extends System {
constructor() {
super(SystemNames.FacingDirection);
}
public update(_dt: number, game: Game) {
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game.forEachEntityWithComponent(
ComponentNames.FacingDirection,
(entity) => {
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if (!entity.hasComponent(ComponentNames.Velocity)) {
return;
}
const totalVelocityComponent = new Velocity();
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const control = entity.getComponent<Control>(ComponentNames.Control);
const velocity = entity.getComponent<Velocity>(
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ComponentNames.Velocity
).velocity;
totalVelocityComponent.add(velocity);
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if (control) {
totalVelocityComponent.add(control.controlVelocityComponent.velocity);
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}
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const facingDirection = entity.getComponent<FacingDirectionComponent>(
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ComponentNames.FacingDirection
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);
if (totalVelocityComponent.velocity.dCartesian.dx > 0) {
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entity.addComponent(facingDirection.facingRightSprite);
} else if (totalVelocityComponent.velocity.dCartesian.dx < 0) {
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entity.addComponent(facingDirection.facingLeftSprite);
}
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}
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);
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}
}