the great engine refactor
This commit is contained in:
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b67ffb57c1
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c6e9baa000
@ -17,11 +17,6 @@ export class JumpStorm {
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this.game = new Game();
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this.socket = new WebSocket("ws://localhost:8080");
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this.socket.onopen = () => {
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this.socket.send("gaming");
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console.log("OPENED SOCKET");
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};
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[
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this.createInputSystem(),
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new FacingDirection(),
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@ -32,7 +27,7 @@ export class JumpStorm {
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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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this.game.addEntity(entity),
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);
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}
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@ -1,7 +1,7 @@
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<script lang="ts">
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import { onMount } from "svelte";
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import { loadAssets } from "@engine/config";
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import { JumpStorm} from "../Jumpstorm";
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import { JumpStorm } from "../JumpStorm";
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let canvas: HTMLCanvasElement;
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let ctx: CanvasRenderingContext2D;
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@ -1,10 +1,9 @@
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<script lang="ts">
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import { type LeaderBoardEntry } from "@engine/interfaces";
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import LeaderBoardCard from "./LeaderBoardCard.svelte";
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const MAX_ENTRIES = 8;
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export let entries: LeaderBoardEntry[] = [];
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export let entries: { name: string, score: number }[] = [];
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</script>
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<div class="leaderboard">
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@ -1,7 +1,5 @@
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<script lang="ts">
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import { type LeaderBoardEntry } from "@engine/interfaces";
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export let entry: LeaderBoardEntry = {
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export let entry = {
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name: "simponic",
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score: 100,
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};
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@ -12,6 +12,7 @@ export class Game {
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public componentEntities: Map<string, Set<number>>;
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constructor() {
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this.lastTimeStamp = performance.now();
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this.running = false;
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this.systemOrder = [];
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this.systems = new Map();
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@ -28,7 +29,7 @@ export class Game {
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this.entities.set(entity.id, entity);
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}
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public getEntity(id: number): Entity {
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public getEntity(id: number): Entity | undefined {
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return this.entities.get(id);
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}
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@ -36,6 +37,18 @@ export class Game {
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this.entities.delete(id);
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}
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public forEachEntityWithComponent(
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componentName: string,
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callback: (entity: Entity) => void,
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) {
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this.componentEntities.get(componentName)?.forEach((entityId) => {
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const entity = this.getEntity(entityId);
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if (!entity) return;
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callback(entity);
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});
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}
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public addSystem(system: System) {
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if (!this.systemOrder.includes(system.name)) {
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this.systemOrder.push(system.name);
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@ -43,7 +56,7 @@ export class Game {
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this.systems.set(system.name, system);
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}
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public getSystem(name: string): System {
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public getSystem(name: string): System | undefined {
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return this.systems.get(name);
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}
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@ -62,16 +75,16 @@ export class Game {
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if (!this.componentEntities.has(component.name)) {
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this.componentEntities.set(
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component.name,
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new Set<number>([entity.id])
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new Set<number>([entity.id]),
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);
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return;
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}
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this.componentEntities.get(component.name).add(entity.id);
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})
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this.componentEntities.get(component.name)?.add(entity.id);
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}),
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);
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this.systemOrder.forEach((systemName) => {
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this.systems.get(systemName).update(dt, this);
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this.systems.get(systemName)?.update(dt, this);
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});
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};
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}
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@ -1,6 +1,6 @@
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import { Component, ComponentNames } from ".";
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import type { Coord2D, Dimension2D } from "../interfaces";
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import { dotProduct, rotateVector, normalizeVector } from "../utils";
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import { dotProduct, rotateVector } from "../utils";
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export class BoundingBox extends Component {
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public center: Coord2D;
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@ -15,10 +15,11 @@ export class BoundingBox extends Component {
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this.rotation = rotation ?? 0;
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}
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// https://en.wikipedia.org/wiki/Hyperplane_separation_theorem
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public isCollidingWith(box: BoundingBox): boolean {
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const boxes = [this.getVertices(), box.getVertices()];
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for (const poly of boxes) {
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for (let i = 0; i < poly.length; ++i) {
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for (let i = 0; i < poly.length; i++) {
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const [A, B] = [poly[i], poly[(i + 1) % poly.length]];
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const normal: Coord2D = { x: B.y - A.y, y: A.x - B.x };
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@ -28,8 +29,8 @@ export class BoundingBox extends Component {
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const projection = dotProduct(normal, vertex);
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return [Math.min(min, projection), Math.max(max, projection)];
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},
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[Infinity, -Infinity]
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)
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[Infinity, -Infinity],
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),
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);
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if (maxThis < minBox || maxBox < minThis) return false;
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@ -55,43 +56,29 @@ export class BoundingBox extends Component {
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});
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}
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private getAxes() {
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const corners: Coord2D[] = this.getVerticesRelativeToCenter();
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const axes: Coord2D[] = [];
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for (let i = 0; i < corners.length; ++i) {
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const [cornerA, cornerB] = [
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corners[i],
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corners[(i + 1) % corners.length],
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].map((corner) => rotateVector(corner, this.rotation));
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axes.push(
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normalizeVector({
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x: cornerB.y - cornerA.y,
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y: -(cornerB.x - cornerA.x),
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})
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);
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public getRotationInPiOfUnitCircle() {
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let rads = this.rotation * (Math.PI / 180);
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if (rads >= Math.PI) {
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rads -= Math.PI;
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}
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return axes;
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return rads;
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}
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private project(axis: Coord2D): [number, number] {
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const corners = this.getCornersRelativeToCenter();
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let [min, max] = [Infinity, -Infinity];
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public getOutscribedBoxDims(): Dimension2D {
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let rads = this.getRotationInPiOfUnitCircle();
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const { width, height } = this.dimension;
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for (const corner of corners) {
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const rotated = rotateVector(corner, this.rotation);
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const translated = {
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x: rotated.x + this.center.x,
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y: rotated.y + this.center.y,
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if (rads <= Math.PI / 2) {
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return {
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width: Math.abs(height * Math.sin(rads) + width * Math.cos(rads)),
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height: Math.abs(width * Math.sin(rads) + height * Math.cos(rads)),
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};
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const projection = dotProduct(translated, axis);
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min = Math.min(projection, min);
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max = Math.max(projection, max);
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}
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return [min, max];
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rads -= Math.PI / 2;
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return {
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width: Math.abs(height * Math.cos(rads) + width * Math.sin(rads)),
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height: Math.abs(width * Math.cos(rads) + height * Math.sin(rads)),
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};
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}
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}
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@ -1,7 +1,11 @@
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import { Component, ComponentNames } from ".";
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import { Component, ComponentNames, Velocity } from ".";
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export class Control extends Component {
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constructor() {
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public controlVelocity: Velocity;
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constructor(controlVelocity: Velocity = new Velocity()) {
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super(ComponentNames.Control);
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this.controlVelocity = controlVelocity;
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}
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}
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@ -1,4 +1,4 @@
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import type { Accel2D, Force2D } from "../interfaces";
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import type { Force2D } from "../interfaces";
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import { Component } from "./Component";
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import { ComponentNames } from ".";
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@ -17,7 +17,7 @@ export class Sprite extends Component {
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spriteImgPos: Coord2D,
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spriteImgDimensions: Dimension2D,
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msPerFrame: number,
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numFrames: number
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numFrames: number,
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) {
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super(ComponentNames.Sprite);
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@ -44,7 +44,7 @@ export class Sprite extends Component {
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ctx.save();
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ctx.translate(center.x, center.y);
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if (rotation != 0) {
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if (rotation != undefined && rotation != 0) {
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ctx.rotate(rotation * (Math.PI / 180));
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}
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ctx.translate(-center.x, -center.y);
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@ -56,7 +56,7 @@ export class Sprite extends Component {
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ctx.drawImage(
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this.sheet,
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...this.getSpriteArgs(),
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...this.getDrawArgs(drawArgs)
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...this.getDrawArgs(drawArgs),
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);
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if (tint) {
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@ -6,10 +6,18 @@ export class Velocity extends Component {
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public dCartesian: Velocity2D;
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public dTheta: number;
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constructor(dCartesian: Velocity2D, dTheta: number) {
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constructor(dCartesian: Velocity2D = { dx: 0, dy: 0 }, dTheta: number = 0) {
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super(ComponentNames.Velocity);
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this.dCartesian = dCartesian;
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this.dTheta = dTheta;
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}
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public add(velocity?: Velocity) {
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if (velocity) {
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this.dCartesian.dx += velocity.dCartesian.dx;
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this.dCartesian.dy += velocity.dCartesian.dy;
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this.dTheta += velocity.dTheta;
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}
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}
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}
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@ -4,7 +4,7 @@ import { SPRITE_SPECS } from "./sprites";
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export const IMAGES = new Map<string, HTMLImageElement>();
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export const loadSpritesIntoImageElements = (
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spriteSpecs: Partial<SpriteSpec>[]
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spriteSpecs: Partial<SpriteSpec>[],
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): Promise<void>[] => {
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const spritePromises: Promise<void>[] = [];
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@ -17,13 +17,13 @@ export const loadSpritesIntoImageElements = (
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spritePromises.push(
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new Promise((resolve) => {
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img.onload = () => resolve();
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})
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}),
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);
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}
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if (spriteSpec.states) {
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spritePromises.push(
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...loadSpritesIntoImageElements(Object.values(spriteSpec.states))
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...loadSpritesIntoImageElements(Array.from(spriteSpec.states.values())),
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);
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}
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}
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@ -34,7 +34,9 @@ export const loadSpritesIntoImageElements = (
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export const loadAssets = () =>
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Promise.all([
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...loadSpritesIntoImageElements(
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Array.from(SPRITE_SPECS.keys()).map((key) => SPRITE_SPECS.get(key))
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Array.from(SPRITE_SPECS.keys()).map(
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(key) => SPRITE_SPECS.get(key) as SpriteSpec,
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),
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),
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// TODO: Sound
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]);
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@ -11,12 +11,12 @@ export namespace KeyConstants {
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};
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export const ActionKeys: Map<Action, string[]> = Object.keys(
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KeyActions
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KeyActions,
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).reduce((acc: Map<Action, string[]>, key) => {
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const action = KeyActions[key];
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if (acc.has(action)) {
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acc.get(action).push(key);
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acc.get(action)?.push(key);
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return acc;
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}
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@ -29,8 +29,8 @@ export namespace PhysicsConstants {
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export const MAX_JUMP_TIME_MS = 150;
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export const GRAVITY = 0.0075;
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export const PLAYER_MOVE_VEL = 1;
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export const PLAYER_JUMP_ACC = -0.01;
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export const PLAYER_JUMP_INITIAL_VEL = -0.9;
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export const PLAYER_JUMP_ACC = -0.008;
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export const PLAYER_JUMP_INITIAL_VEL = -1;
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}
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export namespace Miscellaneous {
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@ -10,7 +10,7 @@ export interface SpriteSpec {
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height: number;
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frames: number;
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msPerFrame: number;
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states?: Record<string | number, Partial<SpriteSpec>>;
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states?: Map<string | number, Partial<SpriteSpec>>;
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}
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export const SPRITE_SPECS: Map<Sprites, Partial<SpriteSpec>> = new Map<
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@ -22,28 +22,27 @@ const floorSpriteSpec = {
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height: 40,
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frames: 3,
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msPerFrame: 125,
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states: {},
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states: new Map<number, Partial<SpriteSpec>>(),
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};
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floorSpriteSpec.states = [40, 80, 120, 160].reduce((acc, cur) => {
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acc[cur] = {
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width: cur,
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sheet: `/assets/floor_tile_${cur}.png`,
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};
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return acc;
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}, {});
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[40, 80, 120, 160].forEach((width) => {
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floorSpriteSpec.states.set(width, {
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width,
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sheet: `/assets/floor_tile_${width}.png`,
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});
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});
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SPRITE_SPECS.set(Sprites.FLOOR, floorSpriteSpec);
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SPRITE_SPECS.set(Sprites.COFFEE, {
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const coffeeSpriteSpec = {
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msPerFrame: 100,
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width: 60,
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height: 45,
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frames: 3,
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states: {
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LEFT: {
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sheet: "/assets/coffee_left.png",
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},
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RIGHT: {
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sheet: "/assets/coffee_right.png",
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},
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},
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states: new Map<string, Partial<SpriteSpec>>(),
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};
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coffeeSpriteSpec.states.set("LEFT", {
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sheet: "/assets/coffee_left.png",
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});
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coffeeSpriteSpec.states.set("RIGHT", {
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sheet: "/assets/coffee_right.png",
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});
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SPRITE_SPECS.set(Sprites.COFFEE, coffeeSpriteSpec);
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|
@ -1,5 +1,4 @@
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import type { Component } from "../components";
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import { ComponentNotFoundError } from "../exceptions";
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export abstract class Entity {
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private static ID = 0;
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|
@ -4,26 +4,28 @@ import { TopCollidable } from "../components/TopCollidable";
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import { Entity } from "../entities";
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export class Floor extends Entity {
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(Sprites.FLOOR);
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(
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Sprites.FLOOR,
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) as SpriteSpec;
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constructor(width: number) {
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super();
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this.addComponent(
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new Sprite(
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IMAGES.get(Floor.spriteSpec.states[width].sheet),
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IMAGES.get((Floor.spriteSpec?.states?.get(width) as SpriteSpec).sheet),
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{ x: 0, y: 0 },
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{ width, height: Floor.spriteSpec.height },
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Floor.spriteSpec.msPerFrame,
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Floor.spriteSpec.frames
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)
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Floor.spriteSpec.frames,
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),
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);
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this.addComponent(
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new BoundingBox(
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{ x: 300, y: 300 },
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{ width, height: Floor.spriteSpec.height }
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)
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{ width, height: Floor.spriteSpec.height },
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),
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);
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this.addComponent(new TopCollidable());
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|
@ -14,14 +14,15 @@ import {
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Mass,
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Moment,
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} from "../components";
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import { PhysicsConstants } from "../config";
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import { Direction } from "../interfaces";
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export class Player extends Entity {
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private static MASS: number = 10;
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private static MOI: number = 1000;
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(Sprites.COFFEE);
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private static spriteSpec: SpriteSpec = SPRITE_SPECS.get(
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Sprites.COFFEE,
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) as SpriteSpec;
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constructor() {
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super();
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@ -30,8 +31,8 @@ export class Player extends Entity {
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new BoundingBox(
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{ x: 300, y: 100 },
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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0
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)
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0,
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),
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);
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this.addComponent(new Velocity({ dx: 0, dy: 0 }, 0));
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@ -54,12 +55,12 @@ export class Player extends Entity {
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const [leftSprite, rightSprite] = [Direction.LEFT, Direction.RIGHT].map(
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(direction) =>
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new Sprite(
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IMAGES.get(Player.spriteSpec.states[direction].sheet),
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IMAGES.get(Player.spriteSpec.states?.get(direction)?.sheet as string),
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{ x: 0, y: 0 },
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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Player.spriteSpec.msPerFrame,
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Player.spriteSpec.frames
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)
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Player.spriteSpec.frames,
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),
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);
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this.addComponent(new FacingDirection(leftSprite, rightSprite));
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|
@ -1,5 +0,0 @@
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export interface LeaderBoardEntry {
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name: string;
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score: number;
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avatar: string;
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}
|
@ -1,4 +1,3 @@
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export * from "./LeaderBoardEntry";
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export * from "./Vec2";
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||||
export * from "./Draw";
|
||||
export * from "./Direction";
|
||||
|
@ -1,6 +1,4 @@
|
||||
import type { Coord2D, Dimension2D } from "../interfaces";
|
||||
import { ComponentNames, BoundingBox } from "../components";
|
||||
import { Entity } from "../entities";
|
||||
|
||||
interface BoxedEntry {
|
||||
id: number;
|
||||
@ -30,21 +28,26 @@ export class QuadTree {
|
||||
dimension: Dimension2D,
|
||||
maxLevels: number,
|
||||
splitThreshold: number,
|
||||
level?: number
|
||||
level?: number,
|
||||
) {
|
||||
this.children = [];
|
||||
this.children = new Map<Quadrant, QuadTree>();
|
||||
this.objects = [];
|
||||
|
||||
this.maxLevels = maxLevels;
|
||||
this.splitThreshold = splitThreshold;
|
||||
this.level = level ?? 0;
|
||||
|
||||
this.topLeft = topLeft;
|
||||
this.dimension = dimension;
|
||||
}
|
||||
|
||||
public insert(id: number, dimension: Dimension2D, center: Coord2D): void {
|
||||
const box: BoxedEntry = { id, center, dimension };
|
||||
if (this.hasChildren()) {
|
||||
this.getIndices(boundingBox).forEach((i) =>
|
||||
this.children[i].insert(id, dimension, center)
|
||||
);
|
||||
this.getQuadrants(box).forEach((quadrant) => {
|
||||
const quadrantBox = this.children.get(quadrant);
|
||||
quadrantBox?.insert(id, dimension, center);
|
||||
});
|
||||
return;
|
||||
}
|
||||
|
||||
@ -74,9 +77,10 @@ export class QuadTree {
|
||||
|
||||
if (this.hasChildren()) {
|
||||
this.getQuadrants(boxedEntry).forEach((quadrant) => {
|
||||
this.children
|
||||
.get(quadrant)
|
||||
.getNeighborIds(boxedEntry)
|
||||
const quadrantBox = this.children.get(quadrant);
|
||||
|
||||
quadrantBox
|
||||
?.getNeighborIds(boxedEntry)
|
||||
.forEach((id) => neighbors.push(id));
|
||||
});
|
||||
}
|
||||
@ -88,15 +92,17 @@ export class QuadTree {
|
||||
const halfWidth = this.dimension.width / 2;
|
||||
const halfHeight = this.dimension.height / 2;
|
||||
|
||||
[
|
||||
[Quadrant.I, { x: this.topLeft.x + halfWidth, y: this.topLeft.y }],
|
||||
[Quadrant.II, { ...this.topLeft }],
|
||||
[Quadrant.III, { x: this.topLeft.x, y: this.topLeft.y + halfHeight }],
|
||||
(
|
||||
[
|
||||
Quadrant.IV,
|
||||
{ x: this.topLeft.x + halfWidth, y: this.topLeft.y + halfHeight },
|
||||
],
|
||||
].forEach(([quadrant, pos]) => {
|
||||
[Quadrant.I, { x: this.topLeft.x + halfWidth, y: this.topLeft.y }],
|
||||
[Quadrant.II, { ...this.topLeft }],
|
||||
[Quadrant.III, { x: this.topLeft.x, y: this.topLeft.y + halfHeight }],
|
||||
[
|
||||
Quadrant.IV,
|
||||
{ x: this.topLeft.x + halfWidth, y: this.topLeft.y + halfHeight },
|
||||
],
|
||||
] as [[Quadrant, Coord2D]]
|
||||
).forEach(([quadrant, pos]) => {
|
||||
this.children.set(
|
||||
quadrant,
|
||||
new QuadTree(
|
||||
@ -104,34 +110,48 @@ export class QuadTree {
|
||||
{ width: halfWidth, height: halfHeight },
|
||||
this.maxLevels,
|
||||
this.splitThreshold,
|
||||
this.level + 1
|
||||
)
|
||||
this.level + 1,
|
||||
),
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
private getQuandrants(boxedEntry: BoxedEntry): Quadrant[] {
|
||||
private getQuadrants(boxedEntry: BoxedEntry): Quadrant[] {
|
||||
const treeCenter: Coord2D = {
|
||||
x: this.topLeft.x + this.dimension.width / 2,
|
||||
y: this.topLeft.y + this.dimension.height / 2,
|
||||
};
|
||||
|
||||
return [
|
||||
[Quadrant.I, (x, y) => x >= treeCenter.x && y < treeCenter.y],
|
||||
[Quadrant.II, (x, y) => x < treeCenter.x && y < treeCenter.y],
|
||||
[Quadrant.III, (x, y) => x < treeCenter.x && y >= treeCenter.y],
|
||||
[Quadrant.IV, (x, y) => x >= treeCenter.x && y >= treeCenter.y],
|
||||
]
|
||||
return (
|
||||
[
|
||||
[
|
||||
Quadrant.I,
|
||||
(x: number, y: number) => x >= treeCenter.x && y < treeCenter.y,
|
||||
],
|
||||
[
|
||||
Quadrant.II,
|
||||
(x: number, y: number) => x < treeCenter.x && y < treeCenter.y,
|
||||
],
|
||||
[
|
||||
Quadrant.III,
|
||||
(x: number, y: number) => x < treeCenter.x && y >= treeCenter.y,
|
||||
],
|
||||
[
|
||||
Quadrant.IV,
|
||||
(x: number, y: number) => x >= treeCenter.x && y >= treeCenter.y,
|
||||
],
|
||||
] as [[Quadrant, (x: number, y: number) => boolean]]
|
||||
)
|
||||
.filter(
|
||||
([_quadrant, condition]) =>
|
||||
condition(
|
||||
boxedEntry.center.x + boxedEntry.dimension.width / 2,
|
||||
boxedEntry.center.y + boxedEntry.dimension.height / 2
|
||||
boxedEntry.center.y + boxedEntry.dimension.height / 2,
|
||||
) ||
|
||||
condition(
|
||||
boxedEntry.center.x - boxedEntry.dimension.width / 2,
|
||||
boxedEntry.center.y - boxedEntry.dimension.height / 2
|
||||
)
|
||||
boxedEntry.center.y - boxedEntry.dimension.height / 2,
|
||||
),
|
||||
)
|
||||
.map(([quadrant]) => quadrant);
|
||||
}
|
||||
@ -139,9 +159,12 @@ export class QuadTree {
|
||||
private realignObjects(): void {
|
||||
this.objects.forEach((boxedEntry) => {
|
||||
this.getQuadrants(boxedEntry).forEach((direction) => {
|
||||
this.children
|
||||
.get(direction)
|
||||
.insert(boxedEntry.id, boxedEntry.dimension, boxedEntry.center);
|
||||
const quadrant = this.children.get(direction);
|
||||
quadrant?.insert(
|
||||
boxedEntry.id,
|
||||
boxedEntry.dimension,
|
||||
boxedEntry.center,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
@ -149,6 +172,6 @@ export class QuadTree {
|
||||
}
|
||||
|
||||
private hasChildren() {
|
||||
return this.children && this.children.length > 0;
|
||||
return this.children && this.children.size > 0;
|
||||
}
|
||||
}
|
||||
|
@ -5,7 +5,7 @@ import {
|
||||
ComponentNames,
|
||||
Jump,
|
||||
Velocity,
|
||||
Moment,
|
||||
Forces,
|
||||
} from "../components";
|
||||
import { Game } from "../Game";
|
||||
import { PhysicsConstants } from "../config";
|
||||
@ -30,60 +30,64 @@ export class Collision extends System {
|
||||
{ x: 0, y: 0 },
|
||||
screenDimensions,
|
||||
Collision.QUADTREE_MAX_LEVELS,
|
||||
Collision.QUADTREE_SPLIT_THRESHOLD
|
||||
Collision.QUADTREE_SPLIT_THRESHOLD,
|
||||
);
|
||||
}
|
||||
|
||||
public update(dt: number, game: Game) {
|
||||
public update(_dt: number, game: Game) {
|
||||
// rebuild the quadtree
|
||||
this.quadTree.clear();
|
||||
|
||||
const entitiesToAddToQuadtree: Entity[] = [];
|
||||
|
||||
Collision.COLLIDABLE_COMPONENT_NAMES.map((componentName) =>
|
||||
game.componentEntities.get(componentName)
|
||||
).forEach((entityIds?: Set<number>) =>
|
||||
entityIds?.forEach((id) => {
|
||||
const entity = game.entities.get(id);
|
||||
if (!entity.hasComponent(ComponentNames.BoundingBox)) {
|
||||
return;
|
||||
}
|
||||
entitiesToAddToQuadtree.push(entity);
|
||||
})
|
||||
game.componentEntities.get(componentName),
|
||||
).forEach(
|
||||
(entityIds?: Set<number>) =>
|
||||
entityIds?.forEach((id) => {
|
||||
const entity = game.entities.get(id);
|
||||
if (!entity || !entity.hasComponent(ComponentNames.BoundingBox)) {
|
||||
return;
|
||||
}
|
||||
entitiesToAddToQuadtree.push(entity);
|
||||
}),
|
||||
);
|
||||
|
||||
entitiesToAddToQuadtree.forEach((entity) => {
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
this.quadTree.insert(
|
||||
entity.id,
|
||||
boundingBox.dimension,
|
||||
boundingBox.center
|
||||
);
|
||||
let dimension = { ...boundingBox.dimension };
|
||||
if (boundingBox.rotation != 0) {
|
||||
dimension = boundingBox.getOutscribedBoxDims();
|
||||
}
|
||||
|
||||
this.quadTree.insert(entity.id, dimension, boundingBox.center);
|
||||
});
|
||||
|
||||
// find colliding entities and perform collisions
|
||||
const collidingEntities = this.getCollidingEntities(
|
||||
entitiesToAddToQuadtree,
|
||||
game.entities
|
||||
game,
|
||||
);
|
||||
|
||||
collidingEntities.forEach(([entityAId, entityBId]) => {
|
||||
const [entityA, entityB] = [entityAId, entityBId].map((id) =>
|
||||
game.entities.get(id)
|
||||
game.entities.get(id),
|
||||
);
|
||||
this.performCollision(entityA, entityB);
|
||||
if (entityA && entityB) {
|
||||
this.performCollision(entityA, entityB);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
private performCollision(entityA: Entity, entityB: Entity) {
|
||||
const [entityABoundingBox, entityBBoundingBox] = [entityA, entityB].map(
|
||||
(entity) => entity.getComponent<BoundingBox>(ComponentNames.BoundingBox)
|
||||
(entity) => entity.getComponent<BoundingBox>(ComponentNames.BoundingBox),
|
||||
);
|
||||
|
||||
let velocity: Velocity;
|
||||
let velocity = new Velocity();
|
||||
if (entityA.hasComponent(ComponentNames.Velocity)) {
|
||||
velocity = entityA.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
}
|
||||
@ -92,17 +96,16 @@ export class Collision extends System {
|
||||
entityA.hasComponent(ComponentNames.Collide) &&
|
||||
entityB.hasComponent(ComponentNames.TopCollidable) &&
|
||||
entityABoundingBox.center.y <= entityBBoundingBox.center.y &&
|
||||
velocity &&
|
||||
velocity.dCartesian.dy >= 0 // don't apply "floor" logic when coming through the bottom
|
||||
) {
|
||||
if (entityBBoundingBox.rotation != 0) {
|
||||
throw new Error(
|
||||
`entity with id ${entityB.id} has TopCollidable component and a non-zero rotation. that is not (yet) supported.`
|
||||
`entity with id ${entityB.id} has TopCollidable component and a non-zero rotation. that is not (yet) supported.`,
|
||||
);
|
||||
}
|
||||
|
||||
// remove previous velocity in the y axis
|
||||
velocity.dCartesian.dy = 0;
|
||||
if (velocity) velocity.dCartesian.dy = 0;
|
||||
|
||||
// apply normal force
|
||||
if (entityA.hasComponent(ComponentNames.Gravity)) {
|
||||
@ -110,7 +113,8 @@ export class Collision extends System {
|
||||
const F_n = -mass * PhysicsConstants.GRAVITY;
|
||||
|
||||
entityA.getComponent<Forces>(ComponentNames.Forces).forces.push({
|
||||
fCartesian: { fy: F_n },
|
||||
fCartesian: { fy: F_n, fx: 0 },
|
||||
torque: 0,
|
||||
});
|
||||
}
|
||||
|
||||
@ -128,31 +132,35 @@ export class Collision extends System {
|
||||
|
||||
private getCollidingEntities(
|
||||
collidableEntities: Entity[],
|
||||
entityMap: Map<number, Entity>
|
||||
game: Game,
|
||||
): [number, number][] {
|
||||
const collidingEntityIds: [number, number] = [];
|
||||
const collidingEntityIds: [number, number][] = [];
|
||||
|
||||
for (const entity of collidableEntities) {
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
this.quadTree
|
||||
const neighborIds = this.quadTree
|
||||
.getNeighborIds({
|
||||
id: entity.id,
|
||||
dimension: boundingBox.dimension,
|
||||
center: boundingBox.center,
|
||||
})
|
||||
.filter((neighborId) => neighborId != entity.id)
|
||||
.forEach((neighborId) => {
|
||||
const neighborBoundingBox = entityMap
|
||||
.get(neighborId)
|
||||
.getComponent<BoundingBox>(ComponentNames.BoundingBox);
|
||||
.filter((neighborId) => neighborId != entity.id);
|
||||
|
||||
if (boundingBox.isCollidingWith(neighborBoundingBox)) {
|
||||
collidingEntityIds.push([entity.id, neighborId]);
|
||||
}
|
||||
});
|
||||
neighborIds.forEach((neighborId) => {
|
||||
const neighbor = game.getEntity(neighborId);
|
||||
if (!neighbor) return;
|
||||
|
||||
const neighborBoundingBox = neighbor.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
if (boundingBox.isCollidingWith(neighborBoundingBox)) {
|
||||
collidingEntityIds.push([entity.id, neighborId]);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
return collidingEntityIds;
|
||||
@ -161,55 +169,45 @@ export class Collision extends System {
|
||||
// ramblings: https://excalidraw.com/#json=z-xD86Za4a3duZuV2Oky0,KaGe-5iHJu1Si8inEo4GLQ
|
||||
private getDyToPushOutOfFloor(
|
||||
entityBoundingBox: BoundingBox,
|
||||
floorBoundingBox: BoundingBox
|
||||
floorBoundingBox: BoundingBox,
|
||||
): number {
|
||||
const {
|
||||
rotation,
|
||||
center: { x, y },
|
||||
dimension: { width, height },
|
||||
center: { x },
|
||||
} = entityBoundingBox;
|
||||
|
||||
let rads = rotation * (Math.PI / 180);
|
||||
if (rads >= Math.PI) {
|
||||
rads -= Math.PI; // we have symmetry so we can skip two cases
|
||||
}
|
||||
const outScribedRectangle = entityBoundingBox.getOutscribedBoxDims();
|
||||
|
||||
let boundedCollisionX = 0; // bounded x on the surface from width
|
||||
let clippedX = 0; // x coordinate of the vertex below the surface
|
||||
let outScribedRectangleHeight, dy, dx;
|
||||
let rads = entityBoundingBox.getRotationInPiOfUnitCircle();
|
||||
let dx = (width * Math.cos(rads) - height * Math.sin(rads)) / 2;
|
||||
|
||||
if (rads <= Math.PI / 2) {
|
||||
dx = (width * Math.cos(rads) - height * Math.sin(rads)) / 2;
|
||||
outScribedRectangleHeight =
|
||||
width * Math.sin(rads) + height * Math.cos(rads);
|
||||
} else if (rads <= Math.PI) {
|
||||
if (rads >= Math.PI / 2) {
|
||||
rads -= Math.PI / 2;
|
||||
dx = (height * Math.cos(rads) - width * Math.sin(rads)) / 2;
|
||||
outScribedRectangleHeight =
|
||||
width * Math.cos(rads) + height * Math.sin(rads);
|
||||
}
|
||||
|
||||
const clippedX = x + dx; // x coordinate of the vertex below the surface (if existant)
|
||||
let boundedCollisionX = 0; // bounded x on the surface from width
|
||||
|
||||
if (x >= floorBoundingBox.center.x) {
|
||||
clippedX = x + dx;
|
||||
boundedCollisionX = Math.min(
|
||||
floorBoundingBox.center.x + floorBoundingBox.dimension.width / 2,
|
||||
clippedX
|
||||
clippedX,
|
||||
);
|
||||
return (
|
||||
outScribedRectangleHeight / 2 -
|
||||
outScribedRectangle.height / 2 -
|
||||
Math.max((clippedX - boundedCollisionX) * Math.tan(rads), 0)
|
||||
);
|
||||
}
|
||||
|
||||
clippedX = x - dx;
|
||||
boundedCollisionX = Math.max(
|
||||
floorBoundingBox.center.x - floorBoundingBox.dimension.width / 2,
|
||||
clippedX
|
||||
clippedX,
|
||||
);
|
||||
|
||||
return (
|
||||
outScribedRectangleHeight / 2 -
|
||||
Math.max((boundedCollisionX - clippedX) * Math.tan(rads), 0)
|
||||
outScribedRectangle.height / 2 -
|
||||
Math.max((boundedCollisionX - clippedX) * Math.tan(Math.PI / 2 - rads), 0)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -2,9 +2,9 @@ import {
|
||||
ComponentNames,
|
||||
Velocity,
|
||||
FacingDirection as FacingDirectionComponent,
|
||||
Control,
|
||||
} from "../components";
|
||||
import { Game } from "../Game";
|
||||
import type { Entity } from "../entities";
|
||||
import { System, SystemNames } from "./";
|
||||
|
||||
export class FacingDirection extends System {
|
||||
@ -13,24 +13,31 @@ export class FacingDirection extends System {
|
||||
}
|
||||
|
||||
public update(_dt: number, game: Game) {
|
||||
game.componentEntities
|
||||
.get(ComponentNames.FacingDirection)
|
||||
?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
game.forEachEntityWithComponent(
|
||||
ComponentNames.FacingDirection,
|
||||
(entity) => {
|
||||
if (!entity.hasComponent(ComponentNames.Velocity)) {
|
||||
return;
|
||||
}
|
||||
|
||||
const totalVelocity: Velocity = new Velocity();
|
||||
const control = entity.getComponent<Control>(ComponentNames.Control);
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
totalVelocity.add(velocity);
|
||||
if (control) {
|
||||
totalVelocity.add(control.controlVelocity);
|
||||
}
|
||||
|
||||
const facingDirection = entity.getComponent<FacingDirectionComponent>(
|
||||
ComponentNames.FacingDirection
|
||||
ComponentNames.FacingDirection,
|
||||
);
|
||||
|
||||
if (velocity.dCartesian.dx > 0) {
|
||||
if (totalVelocity.dCartesian.dx > 0) {
|
||||
entity.addComponent(facingDirection.facingRightSprite);
|
||||
} else if (velocity.dCartesian.dx < 0) {
|
||||
} else if (totalVelocity.dCartesian.dx < 0) {
|
||||
entity.addComponent(facingDirection.facingLeftSprite);
|
||||
}
|
||||
});
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -1,21 +1,16 @@
|
||||
import {
|
||||
Jump,
|
||||
Forces,
|
||||
Acceleration,
|
||||
ComponentNames,
|
||||
Velocity,
|
||||
Mass,
|
||||
Control,
|
||||
} from "../components";
|
||||
import { Game } from "../Game";
|
||||
import { KeyConstants, PhysicsConstants } from "../config";
|
||||
import type { Entity } from "../entities";
|
||||
import { Action } from "../interfaces";
|
||||
import { System, SystemNames } from "./";
|
||||
|
||||
/**
|
||||
* TODO: Make velocities reset on each game loop (as similar to acceleration)
|
||||
* - Then, we can add / remove velocity on update instead of just setting it and praying it's not modified externally
|
||||
*/
|
||||
export class Input extends System {
|
||||
private keys: Set<string>;
|
||||
private actionTimeStamps: Map<Action, number>;
|
||||
@ -23,7 +18,7 @@ export class Input extends System {
|
||||
constructor() {
|
||||
super(SystemNames.Input);
|
||||
|
||||
this.keys = new Set<number>();
|
||||
this.keys = new Set<string>();
|
||||
this.actionTimeStamps = new Map<Action, number>();
|
||||
}
|
||||
|
||||
@ -35,51 +30,52 @@ export class Input extends System {
|
||||
this.keys.delete(key);
|
||||
}
|
||||
|
||||
private hasSomeKey(keys: string[]): boolean {
|
||||
return keys.some((key) => this.keys.has(key));
|
||||
private hasSomeKey(keys?: string[]): boolean {
|
||||
if (keys) {
|
||||
return keys.some((key) => this.keys.has(key));
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public update(dt: number, game: Game) {
|
||||
game.componentEntities.get(ComponentNames.Control)?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
if (!entity.hasComponent(ComponentNames.Velocity)) {
|
||||
return;
|
||||
}
|
||||
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
public update(_dt: number, game: Game) {
|
||||
game.forEachEntityWithComponent(ComponentNames.Control, (entity) => {
|
||||
const control = entity.getComponent<Control>(ComponentNames.Control);
|
||||
|
||||
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_RIGHT))) {
|
||||
velocity.dCartesian.dx = PhysicsConstants.PLAYER_MOVE_VEL;
|
||||
} else if (
|
||||
this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_LEFT))
|
||||
) {
|
||||
velocity.dCartesian.dx = -PhysicsConstants.PLAYER_MOVE_VEL;
|
||||
} else {
|
||||
velocity.dCartesian.dx = 0;
|
||||
control.controlVelocity.dCartesian.dx +=
|
||||
PhysicsConstants.PLAYER_MOVE_VEL;
|
||||
}
|
||||
});
|
||||
|
||||
game.componentEntities.get(ComponentNames.Jump)?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
const jump = entity.getComponent<Jump>(ComponentNames.Jump);
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.MOVE_LEFT))) {
|
||||
control.controlVelocity.dCartesian.dx +=
|
||||
-PhysicsConstants.PLAYER_MOVE_VEL;
|
||||
}
|
||||
|
||||
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.JUMP))) {
|
||||
if (jump.canJump) {
|
||||
this.actionTimeStamps.set(Action.JUMP, performance.now());
|
||||
if (entity.hasComponent(ComponentNames.Jump)) {
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
const jump = entity.getComponent<Jump>(ComponentNames.Jump);
|
||||
|
||||
velocity.dCartesian.dy = PhysicsConstants.PLAYER_JUMP_INITIAL_VEL;
|
||||
jump.canJump = false;
|
||||
}
|
||||
if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.JUMP))) {
|
||||
if (jump.canJump) {
|
||||
this.actionTimeStamps.set(Action.JUMP, performance.now());
|
||||
|
||||
if (
|
||||
performance.now() - this.actionTimeStamps.get(Action.JUMP) <
|
||||
PhysicsConstants.MAX_JUMP_TIME_MS
|
||||
) {
|
||||
const mass = entity.getComponent<Mass>(ComponentNames.Mass).mass;
|
||||
entity.getComponent<Forces>(ComponentNames.Forces)?.forces.push({
|
||||
fCartesian: { fy: mass * PhysicsConstants.PLAYER_JUMP_ACC },
|
||||
});
|
||||
velocity.dCartesian.dy += PhysicsConstants.PLAYER_JUMP_INITIAL_VEL;
|
||||
jump.canJump = false;
|
||||
}
|
||||
|
||||
if (
|
||||
performance.now() - (this.actionTimeStamps.get(Action.JUMP) || 0) <
|
||||
PhysicsConstants.MAX_JUMP_TIME_MS
|
||||
) {
|
||||
const mass = entity.getComponent<Mass>(ComponentNames.Mass).mass;
|
||||
entity.getComponent<Forces>(ComponentNames.Forces)?.forces.push({
|
||||
fCartesian: {
|
||||
fy: mass * PhysicsConstants.PLAYER_JUMP_ACC,
|
||||
fx: 0,
|
||||
},
|
||||
torque: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
|
@ -1,6 +1,5 @@
|
||||
import { System, SystemNames } from ".";
|
||||
import {
|
||||
Acceleration,
|
||||
BoundingBox,
|
||||
ComponentNames,
|
||||
Forces,
|
||||
@ -8,9 +7,10 @@ import {
|
||||
Velocity,
|
||||
Mass,
|
||||
Jump,
|
||||
Moment,
|
||||
Control,
|
||||
} from "../components";
|
||||
import { PhysicsConstants } from "../config";
|
||||
import type { Entity } from "../entities";
|
||||
import type { Force2D } from "../interfaces";
|
||||
import { Game } from "../Game";
|
||||
|
||||
@ -20,14 +20,12 @@ export class Physics extends System {
|
||||
}
|
||||
|
||||
public update(dt: number, game: Game): void {
|
||||
game.componentEntities.get(ComponentNames.Forces)?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
|
||||
game.forEachEntityWithComponent(ComponentNames.Forces, (entity) => {
|
||||
const mass = entity.getComponent<Mass>(ComponentNames.Mass).mass;
|
||||
const forces = entity.getComponent<Forces>(ComponentNames.Forces).forces;
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
const inertia = entity.getComponent<Moment>(
|
||||
ComponentNames.Moment
|
||||
ComponentNames.Moment,
|
||||
).inertia;
|
||||
|
||||
// F_g = mg, applied only until terminal velocity is reached
|
||||
@ -37,7 +35,9 @@ export class Physics extends System {
|
||||
forces.push({
|
||||
fCartesian: {
|
||||
fy: mass * PhysicsConstants.GRAVITY,
|
||||
fx: 0,
|
||||
},
|
||||
torque: 0,
|
||||
});
|
||||
}
|
||||
}
|
||||
@ -51,7 +51,7 @@ export class Physics extends System {
|
||||
},
|
||||
torque: accum.torque + (torque ?? 0),
|
||||
}),
|
||||
{ fCartesian: { fx: 0, fy: 0 }, torque: 0 }
|
||||
{ fCartesian: { fx: 0, fy: 0 }, torque: 0 },
|
||||
);
|
||||
|
||||
// integrate accelerations
|
||||
@ -62,6 +62,7 @@ export class Physics extends System {
|
||||
velocity.dCartesian.dx += ddx * dt;
|
||||
velocity.dCartesian.dy += ddy * dt;
|
||||
velocity.dTheta += (sumOfForces.torque * dt) / inertia;
|
||||
|
||||
// clear the forces
|
||||
entity.getComponent<Forces>(ComponentNames.Forces).forces = [];
|
||||
|
||||
@ -71,11 +72,17 @@ export class Physics extends System {
|
||||
}
|
||||
});
|
||||
|
||||
game.componentEntities.get(ComponentNames.Velocity)?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
const velocity = entity.getComponent<Velocity>(ComponentNames.Velocity);
|
||||
game.forEachEntityWithComponent(ComponentNames.Velocity, (entity) => {
|
||||
const velocity: Velocity = new Velocity();
|
||||
const control = entity.getComponent<Control>(ComponentNames.Control);
|
||||
|
||||
velocity.add(entity.getComponent<Velocity>(ComponentNames.Velocity));
|
||||
if (control) {
|
||||
velocity.add(control.controlVelocity);
|
||||
}
|
||||
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
// integrate velocity
|
||||
@ -86,6 +93,11 @@ export class Physics extends System {
|
||||
(boundingBox.rotation < 0
|
||||
? 360 + boundingBox.rotation
|
||||
: boundingBox.rotation) % 360;
|
||||
|
||||
// clear the control velocity
|
||||
if (control) {
|
||||
control.controlVelocity = new Velocity();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,8 +1,6 @@
|
||||
import { System, SystemNames } from ".";
|
||||
import { BoundingBox, ComponentNames, Sprite } from "../components";
|
||||
import type { Entity } from "../entities";
|
||||
import { Game } from "../Game";
|
||||
import type { DrawArgs } from "../interfaces";
|
||||
import { clamp } from "../utils";
|
||||
|
||||
export class Render extends System {
|
||||
@ -16,39 +14,36 @@ export class Render extends System {
|
||||
public update(dt: number, game: Game) {
|
||||
this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);
|
||||
|
||||
game.componentEntities.get(ComponentNames.Sprite)?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
game.forEachEntityWithComponent(ComponentNames.Sprite, (entity) => {
|
||||
const sprite = entity.getComponent<Sprite>(ComponentNames.Sprite);
|
||||
sprite.update(dt);
|
||||
|
||||
let drawArgs: DrawArgs;
|
||||
if (entity.hasComponent(ComponentNames.BoundingBox)) {
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox
|
||||
);
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
// don't render if we're outside the screen
|
||||
if (
|
||||
clamp(
|
||||
boundingBox.center.y,
|
||||
-boundingBox.dimension.height / 2,
|
||||
this.ctx.canvas.height + boundingBox.dimension.height / 2
|
||||
) != boundingBox.center.y ||
|
||||
clamp(
|
||||
boundingBox.center.x,
|
||||
-boundingBox.dimension.width / 2,
|
||||
this.ctx.canvas.width + boundingBox.dimension.width / 2
|
||||
) != boundingBox.center.x
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
drawArgs = {
|
||||
center: boundingBox.center,
|
||||
dimension: boundingBox.dimension,
|
||||
rotation: boundingBox.rotation,
|
||||
};
|
||||
// don't render if we're outside the screen
|
||||
if (
|
||||
clamp(
|
||||
boundingBox.center.y,
|
||||
-boundingBox.dimension.height / 2,
|
||||
this.ctx.canvas.height + boundingBox.dimension.height / 2,
|
||||
) != boundingBox.center.y ||
|
||||
clamp(
|
||||
boundingBox.center.x,
|
||||
-boundingBox.dimension.width / 2,
|
||||
this.ctx.canvas.width + boundingBox.dimension.width / 2,
|
||||
) != boundingBox.center.x
|
||||
) {
|
||||
return;
|
||||
}
|
||||
|
||||
const drawArgs = {
|
||||
center: boundingBox.center,
|
||||
dimension: boundingBox.dimension,
|
||||
rotation: boundingBox.rotation,
|
||||
};
|
||||
|
||||
sprite.draw(this.ctx, drawArgs);
|
||||
});
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
import { Entity } from "../entities";
|
||||
import { Game } from "../Game";
|
||||
|
||||
export abstract class System {
|
||||
|
@ -14,23 +14,16 @@ export class WallBounds extends System {
|
||||
}
|
||||
|
||||
public update(_dt: number, game: Game) {
|
||||
game.componentEntities
|
||||
.get(ComponentNames.WallBounded)
|
||||
?.forEach((entityId) => {
|
||||
const entity = game.entities.get(entityId);
|
||||
if (!entity.hasComponent(ComponentNames.BoundingBox)) {
|
||||
return;
|
||||
}
|
||||
game.forEachEntityWithComponent(ComponentNames.WallBounded, (entity) => {
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox,
|
||||
);
|
||||
|
||||
const boundingBox = entity.getComponent<BoundingBox>(
|
||||
ComponentNames.BoundingBox
|
||||
);
|
||||
|
||||
boundingBox.center.x = clamp(
|
||||
boundingBox.center.x,
|
||||
boundingBox.dimension.width / 2,
|
||||
this.screenWidth - boundingBox.dimension.width / 2
|
||||
);
|
||||
});
|
||||
boundingBox.center.x = clamp(
|
||||
boundingBox.center.x,
|
||||
boundingBox.dimension.width / 2,
|
||||
this.screenWidth - boundingBox.dimension.width / 2,
|
||||
);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
@ -1,4 +1,3 @@
|
||||
export * from "./rotateVector";
|
||||
export * from "./normalizeVector";
|
||||
export * from "./dotProduct";
|
||||
export * from "./clamp";
|
||||
|
@ -1,8 +0,0 @@
|
||||
import type { Coord2D } from "../interfaces";
|
||||
|
||||
export const normalizeVector = (vector: Coord2D): Coord2D => {
|
||||
const { x, y } = vector;
|
||||
const length = Math.sqrt(x * x + y * y);
|
||||
|
||||
return { x: x / length, y: y / length };
|
||||
};
|
@ -1,21 +1,17 @@
|
||||
import { Game } from "../../engine/Game";
|
||||
import { Floor, Player } from "../../engine/entities";
|
||||
import {
|
||||
WallBounds,
|
||||
FacingDirection,
|
||||
Physics,
|
||||
Input,
|
||||
Collision,
|
||||
} from "../../engine/systems";
|
||||
import { WallBounds, Physics, Collision } from "../../engine/systems";
|
||||
import { Miscellaneous } from "../../engine/config";
|
||||
|
||||
const TICK_RATE = 60 / 1000;
|
||||
|
||||
const game = new Game();
|
||||
|
||||
[new Physics(), new Collision(), new WallBounds(Miscellaneous.WIDTH)].forEach(
|
||||
(system) => game.addSystem(system)
|
||||
);
|
||||
[
|
||||
new Physics(),
|
||||
new Collision({ width: Miscellaneous.WIDTH, height: Miscellaneous.HEIGHT }),
|
||||
new WallBounds(Miscellaneous.WIDTH),
|
||||
].forEach((system) => game.addSystem(system));
|
||||
|
||||
[new Floor(160), new Player()].forEach((entity) => game.addEntity(entity));
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user