refactor collision methods, rescaffold server
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732fe6f481
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@ -1,6 +1,6 @@
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import type { Coord2D, Dimension2D } from "../interfaces";
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interface BoxedEntry {
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export interface BoxedEntry {
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id: string;
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dimension: Dimension2D;
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center: Coord2D;
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@ -170,4 +170,12 @@ export class QuadTree {
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private hasChildren() {
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return this.children && this.children.size > 0;
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}
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public setTopLeft(topLeft: Coord2D) {
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this.topLeft = topLeft;
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}
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public setDimension(dimension: Dimension2D) {
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this.dimension = dimension;
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}
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}
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@ -10,8 +10,8 @@ import {
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import { Game } from "../Game";
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import { PhysicsConstants } from "../config";
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import { Entity } from "../entities";
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import type { Dimension2D, Velocity2D } from "../interfaces";
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import { QuadTree } from "../structures";
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import type { Coord2D, Dimension2D, Velocity2D } from "../interfaces";
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import { QuadTree, BoxedEntry } from "../structures";
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export class Collision extends System {
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private static readonly COLLIDABLE_COMPONENT_NAMES = [
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@ -41,19 +41,26 @@ export class Collision extends System {
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const entitiesToAddToQuadtree: Entity[] = [];
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Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
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game.componentEntities.get(componentName),
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).forEach(
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(entityIds?: Set<number>) =>
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entityIds?.forEach((id) => {
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const entity = game.entities.get(id);
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if (!entity || !entity.hasComponent(ComponentNames.BoundingBox)) {
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game.forEachEntityWithComponent(componentName, (entity) => {
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if (!entity.hasComponent(ComponentNames.BoundingBox)) {
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return;
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}
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entitiesToAddToQuadtree.push(entity);
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}),
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);
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entitiesToAddToQuadtree.forEach((entity) => {
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this.insertEntitiesInQuadTreeAndUpdateBounds(entitiesToAddToQuadtree);
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this.findCollidingEntitiesAndCollide(entitiesToAddToQuadtree, game);
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}
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private insertEntitiesInQuadTreeAndUpdateBounds(entities: Entity[]) {
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const topLeft: Coord2D = { x: Infinity, y: Infinity };
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const bottomRight: Coord2D = { x: -Infinity, y: -Infinity };
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const quadTreeInsertions: BoxedEntry[] = [];
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entities.forEach((entity) => {
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const boundingBox = entity.getComponent<BoundingBox>(
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ComponentNames.BoundingBox,
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);
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@ -63,18 +70,45 @@ export class Collision extends System {
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dimension = boundingBox.getOutscribedBoxDims();
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}
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this.quadTree.insert({
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const { center } = boundingBox;
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const topLeftBoundingBox = {
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x: center.x - dimension.width / 2,
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y: center.y - dimension.height / 2,
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};
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const bottomRightBoundingBox = {
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x: center.x + dimension.width / 2,
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y: center.y + dimension.height / 2,
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};
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topLeft.x = Math.min(topLeftBoundingBox.x, topLeft.x);
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topLeft.y = Math.min(topLeftBoundingBox.y, topLeft.y);
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bottomRight.x = Math.max(bottomRightBoundingBox.x, bottomRight.x);
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bottomRight.y = Math.min(bottomRightBoundingBox.y, bottomRight.y);
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quadTreeInsertions.push({
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id: entity.id,
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dimension,
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center: boundingBox.center,
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center,
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});
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});
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// find colliding entities and perform collisions
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const collidingEntities = this.getCollidingEntities(
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entitiesToAddToQuadtree,
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game,
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// set bounds first
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if (entities.length > 0) {
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this.quadTree.setTopLeft(topLeft);
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this.quadTree.setDimension({
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width: bottomRight.x - topLeft.x,
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height: bottomRight.y - topLeft.y,
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});
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}
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// then, begin insertions
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quadTreeInsertions.forEach((boxedEntry: BoxedEntry) =>
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this.quadTree.insert(boxedEntry),
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);
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}
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private findCollidingEntitiesAndCollide(entities: Entity[], game: Game) {
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const collidingEntities = this.getCollidingEntities(entities, game);
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collidingEntities.forEach(([entityAId, entityBId]) => {
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const [entityA, entityB] = [entityAId, entityBId].map((id) =>
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@ -139,8 +173,8 @@ export class Collision extends System {
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private getCollidingEntities(
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collidableEntities: Entity[],
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game: Game,
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): [number, number][] {
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const collidingEntityIds: [number, number][] = [];
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): [string, string][] {
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const collidingEntityIds: [string, string][] = [];
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for (const entity of collidableEntities) {
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const boundingBox = entity.getComponent<BoundingBox>(
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@ -11,50 +11,38 @@ import { Miscellaneous } from "../../engine/config";
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const TICK_RATE = 60 / 1000;
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class Server {
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private server: any;
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private game: Game;
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const game = new Game();
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constructor() {
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this.game = new Game();
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[
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new Physics(),
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new Collision({
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width: Miscellaneous.WIDTH,
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height: Miscellaneous.HEIGHT,
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}),
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new WallBounds(Miscellaneous.WIDTH),
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].forEach((system) => this.game.addSystem(system));
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[new Floor(160), new Player()].forEach((entity) =>
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this.game.addEntity(entity),
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[new Physics(), new Collision(), new WallBounds(Miscellaneous.WIDTH)].forEach(
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(system) => game.addSystem(system),
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);
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this.game.start();
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[new Floor(160), new Player()].forEach((entity) => game.addEntity(entity));
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game.start();
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setInterval(() => {
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this.game.doGameLoop(performance.now());
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game.doGameLoop(performance.now());
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}, TICK_RATE);
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this.server = Bun.serve<any>({
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websocket: {
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open(ws) {
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ws.subscribe("the-group-chat");
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ws.publish("the-group-chat", msg);
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},
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message(ws, message) {
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// this is a group chat
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// so the server re-broadcasts incoming message to everyone
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ws.publish("the-group-chat", `${ws.data.username}: ${message}`);
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},
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close(ws) {
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const msg = `${ws.data.username} has left the chat`;
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ws.unsubscribe("the-group-chat");
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ws.publish("the-group-chat", msg);
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},
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const server = Bun.serve({
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port: 8080,
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fetch(req, server) {
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const sessionId = Math.floor(Math.random() * 1e10).toString();
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server.upgrade(req, {
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headers: {
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"Set-Cookie": `SessionId=${sessionId}`,
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},
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});
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},
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websocket: {
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open(ws) {},
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message(ws, message) {
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console.log(message);
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},
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close(ws) {},
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},
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});
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}
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}
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new Server();
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console.log(`Listening on ${server.hostname}:${server.port}`);
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@ -13,8 +13,6 @@
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"noEmit": true,
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"allowImportingTsExtensions": true,
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"moduleDetection": "force",
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// if TS 4.x or earlier
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"moduleResolution": "nodenext",
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"jsx": "react-jsx", // support JSX
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"allowJs": true, // allow importing `.js` from `.ts`
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