add interactable component
This commit is contained in:
parent
a333ce8845
commit
1ec5a8d088
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public/assets/function_block.png
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public/assets/function_block.png
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public/assets/function_factory.png
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public/assets/key.png
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public/assets/key.png
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public/assets/locked_door.png
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public/assets/wall.png
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@ -8,10 +8,10 @@ export interface GameCanvasProps {
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export const GameCanvas = ({ width, height }: GameCanvasProps) => {
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const canvasRef = useRef<HTMLCanvasElement>(null);
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const [_game, setGame] = useState<TheAbstractionEngine>();
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const [game, setGame] = useState<TheAbstractionEngine>();
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useEffect(() => {
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if (canvasRef.current) {
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if (canvasRef.current && !game) {
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const canvas = canvasRef.current;
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const ctx = canvas.getContext("2d");
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if (ctx) {
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@ -39,8 +39,10 @@ export class TheAbstractionEngine {
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const player = new Player();
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this.game.addEntity(player);
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const box = new FunctionBox({ x: 5, y: 5 });
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const box = new FunctionBox({ x: 3, y: 1 });
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this.game.addEntity(box);
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const box2 = new FunctionBox({ x: 4, y: 1 });
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this.game.addEntity(box2);
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}
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public play() {
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@ -4,4 +4,6 @@ export namespace ComponentNames {
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export const Grid = "Grid";
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export const BoundingBox = "BoundingBox";
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export const Control = "Control";
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export const Highlight = "Highlight";
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export const Interactable = "Interactable";
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}
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7
src/engine/components/Highlight.ts
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7
src/engine/components/Highlight.ts
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@ -0,0 +1,7 @@
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import { Component, ComponentNames } from ".";
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export class Highlight extends Component {
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constructor() {
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super(ComponentNames.Highlight);
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}
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}
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15
src/engine/components/Interactable.ts
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15
src/engine/components/Interactable.ts
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@ -0,0 +1,15 @@
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import { Component, ComponentNames } from ".";
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export class Interactable extends Component {
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private interaction: Function;
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constructor(interaction: Function) {
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super(ComponentNames.Interactable);
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this.interaction = interaction;
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}
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public interact() {
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this.interaction();
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}
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}
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@ -5,3 +5,5 @@ export * from "./FacingDirection";
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export * from "./Grid";
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export * from "./BoundingBox";
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export * from "./Control";
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export * from "./Highlight";
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export * from "./Interactable";
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@ -42,7 +42,7 @@ export namespace KeyConstants {
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}
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export namespace PhysicsConstants {
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export const GRID_MOVEMENT_VELOCITY = 2;
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export const GRID_MOVEMENT_VELOCITY = 1;
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}
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export namespace Miscellaneous {
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@ -43,6 +43,6 @@ const functionBoxSpriteSpec = {
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width: 64,
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height: 64,
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frames: 3,
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sheet: "/assets/border.png",
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sheet: "/assets/function_block.png",
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};
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SPRITE_SPECS.set(Sprites.FUNCTION_BOX, functionBoxSpriteSpec);
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@ -7,14 +7,26 @@ export abstract class Entity {
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public components: Map<string, Component>;
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public name: string;
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protected hooks: Map<string, { add: Function; remove: Function }>;
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constructor(name: string, id: string = (Entity.Id++).toString()) {
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this.name = name;
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this.id = id;
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this.components = new Map();
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this.hooks = new Map();
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}
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public addComponent(component: Component) {
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const hadBeforeSet = this.components.has(component.name);
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this.components.set(component.name, component);
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if (!hadBeforeSet) {
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this.hooks.get(component.name)?.add();
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}
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}
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public removeComponent(name: string) {
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this.components.delete(name);
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this.hooks.get(name)?.remove();
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}
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public getComponent<T extends Component>(name: string): T {
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@ -1,6 +1,12 @@
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import { IMAGES, SPRITE_SPECS, SpriteSpec, Sprites } from "../config";
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import { Entity, EntityNames } from ".";
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import { BoundingBox, Grid, Sprite } from "../components";
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import {
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BoundingBox,
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ComponentNames,
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Grid,
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Interactable,
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Sprite,
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} from "../components";
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import { Coord2D } from "../interfaces";
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export class FunctionBox extends Entity {
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@ -8,9 +14,13 @@ export class FunctionBox extends Entity {
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Sprites.FUNCTION_BOX,
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) as SpriteSpec;
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constructor(gridPosition: Coord2D) {
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private code: string;
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constructor(gridPosition: Coord2D, code: string) {
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super(EntityNames.FunctionBox);
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this.code = code;
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this.addComponent(
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new BoundingBox(
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{
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@ -39,5 +49,18 @@ export class FunctionBox extends Entity {
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FunctionBox.spriteSpec.frames,
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),
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);
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this.hooks.set(ComponentNames.Highlight, {
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add: () => {
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this.addComponent(new Interactable(() => this.viewInsides()));
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},
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remove: () => {
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this.removeComponent(ComponentNames.Interactable);
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},
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});
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}
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public viewInsides() {
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console.log("I am a function box!");
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}
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}
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@ -51,6 +51,7 @@ export class FacingDirection extends System {
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: angleToDirection(angle);
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facingDirection.setDirection(direction);
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entity.addComponent(facingDirection);
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const oldSprite = entity.getComponent<Sprite>(ComponentNames.Sprite);
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const sprite = facingDirection.directionSprites.get(direction)!;
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@ -1,9 +1,12 @@
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import { System, SystemNames } from ".";
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import { Game } from "..";
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import { Entity } from "../entities";
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import { PhysicsConstants } from "../config";
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import {
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BoundingBox,
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ComponentNames,
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FacingDirection,
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Highlight,
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Grid as GridComponent,
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} from "../components";
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import { Coord2D, Direction, Dimension2D } from "../interfaces";
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@ -28,9 +31,109 @@ export class Grid extends System {
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public update(dt: number, game: Game) {
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this.putUninitializedEntitiesInGrid(game);
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this.rebuildGrid(game);
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this.highlightEntitiesLookedAt(game);
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this.propogateEntityMovements(game);
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this.updateMovingEntities(dt, game);
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}
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private highlightEntitiesLookedAt(game: Game) {
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const highlightableEntities = new Set<string>();
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game.forEachEntityWithComponent(
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ComponentNames.FacingDirection,
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(entity) => {
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if (!entity.hasComponent(ComponentNames.Grid)) {
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return;
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}
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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const facingDirection = entity.getComponent<FacingDirection>(
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ComponentNames.FacingDirection,
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)!;
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const lookingAt = this.getNewGridPosition(
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grid.gridPosition,
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facingDirection.currentDirection,
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);
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if (
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facingDirection.currentDirection === Direction.NONE ||
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this.isOutOfBounds(lookingAt)
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) {
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return;
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}
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this.grid[lookingAt.y][lookingAt.x].forEach((id) => {
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highlightableEntities.add(id);
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});
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},
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);
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highlightableEntities.forEach((id) => {
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const entity = game.getEntity(id)!;
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if (!entity.hasComponent(ComponentNames.Highlight)) {
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entity.addComponent(new Highlight());
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}
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});
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game.forEachEntityWithComponent(ComponentNames.Highlight, (entity) => {
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if (!highlightableEntities.has(entity.id)) {
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entity.removeComponent(ComponentNames.Highlight);
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}
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});
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}
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private propogateEntityMovements(game: Game) {
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const movingEntities: Entity[] = [];
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game.forEachEntityWithComponent(ComponentNames.Grid, (entity) => {
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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if (grid.movingDirection !== Direction.NONE) {
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movingEntities.push(entity);
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}
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});
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// for each moving entity, check the entities in the grid cell it's moving to
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// if they are pushable, move them in the same direction
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// continue until no more pushable entities are found
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for (const entity of movingEntities) {
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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let nextGridPosition = this.getNewGridPosition(
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grid.gridPosition,
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grid.movingDirection,
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);
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while (!this.isOutOfBounds(nextGridPosition)) {
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const { x, y } = nextGridPosition;
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const entities = Array.from(this.grid[y][x]).map(
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(id) => game.getEntity(id)!,
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);
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const pushableEntities = entities.filter((entity) => {
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if (!entity.hasComponent(ComponentNames.Grid)) return false;
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const { pushable, movingDirection } =
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entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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return movingDirection === Direction.NONE && pushable;
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});
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if (pushableEntities.length === 0) {
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break;
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}
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for (const pushableEntity of pushableEntities) {
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const pushableGrid = pushableEntity.getComponent<GridComponent>(
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ComponentNames.Grid,
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)!;
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pushableGrid.movingDirection = grid.movingDirection;
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pushableEntity.addComponent(pushableEntity);
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}
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nextGridPosition = this.getNewGridPosition(
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nextGridPosition,
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grid.movingDirection,
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);
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}
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}
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}
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private putUninitializedEntitiesInGrid(game: Game) {
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game.forEachEntityWithComponent(ComponentNames.Grid, (entity) => {
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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@ -71,23 +174,10 @@ export class Grid extends System {
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ComponentNames.BoundingBox,
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)!;
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let { x: newX, y: newY } = grid.gridPosition;
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switch (grid.movingDirection) {
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case Direction.LEFT:
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newX -= 1;
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break;
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case Direction.UP:
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newY -= 1;
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break;
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case Direction.DOWN:
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newY += 1;
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break;
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case Direction.RIGHT:
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newX += 1;
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break;
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}
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const newGridPosition = { x: newX, y: newY };
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const newGridPosition = this.getNewGridPosition(
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grid.gridPosition,
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grid.movingDirection,
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);
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if (this.isOutOfBounds(newGridPosition)) {
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grid.movingDirection = Direction.NONE;
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entity.addComponent(grid);
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@ -137,6 +227,26 @@ export class Grid extends System {
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});
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}
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private getNewGridPosition(prev: Coord2D, direction: Direction) {
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let { x: newX, y: newY } = prev;
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switch (direction) {
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case Direction.LEFT:
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newX -= 1;
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break;
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case Direction.UP:
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newY -= 1;
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break;
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case Direction.DOWN:
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newY += 1;
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break;
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case Direction.RIGHT:
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newX += 1;
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break;
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}
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return { x: newX, y: newY };
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}
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private isEntityPastCenterWhenMoving(
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direction: Direction,
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gridPosition: Coord2D,
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@ -185,7 +295,7 @@ export class Grid extends System {
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this.grid.forEach((row) =>
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row.forEach((cell) => {
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for (const id of cell) {
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if (!movedEntities.has(id)) {
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if (movedEntities.has(id)) {
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cell.delete(id);
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}
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}
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@ -194,7 +304,8 @@ export class Grid extends System {
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movedEntities.forEach((id) => {
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const entity = game.getEntity(id)!;
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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this.grid[grid.gridPosition.y][grid.gridPosition.x].add(id);
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const { x, y } = grid.gridPosition;
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this.grid[y][x].add(id);
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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 { SystemNames, System } from ".";
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import { Game } from "..";
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import { ComponentNames } from "../components";
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import { ComponentNames, Grid, Interactable } from "../components";
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import { Control } from "../components/Control";
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import { Action, KeyConstants } from "../config";
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import { Entity } from "../entities";
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@ -31,11 +31,30 @@ export class Input extends System {
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public update(_dt: number, game: Game) {
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game.forEachEntityWithComponent(ComponentNames.Control, (entity) =>
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this.handleInput(entity),
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this.handleMovement(entity),
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);
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game.forEachEntityWithComponent(ComponentNames.Interactable, (entity) =>
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this.handleInteraction(entity),
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);
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}
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public handleInput(entity: Entity) {
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private handleInteraction(entity: Entity) {
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const interactable = entity.getComponent<Interactable>(
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ComponentNames.Interactable,
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);
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const interact = this.hasSomeKey(
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KeyConstants.ActionKeys.get(Action.INTERACT),
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);
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if (!interact) {
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return;
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}
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interactable.interact();
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}
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public handleMovement(entity: Entity) {
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const controlComponent = entity.getComponent<Control>(
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ComponentNames.Control,
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);
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@ -50,8 +69,11 @@ export class Input extends System {
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Action.MOVE_RIGHT,
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Action.MOVE_DOWN,
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].map((action) => this.hasSomeKey(KeyConstants.ActionKeys.get(action)));
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if (hasGrid) {
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const gridComponent = entity.getComponent(ComponentNames.Grid);
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if (!hasGrid) {
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return;
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}
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const gridComponent = entity.getComponent<Grid>(ComponentNames.Grid)!;
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if (gridComponent.movingDirection !== Direction.NONE) {
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return;
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}
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@ -80,7 +102,6 @@ export class Input extends System {
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entity.addComponent(gridComponent);
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}
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}
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private hasSomeKey(keys?: string[]): boolean {
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if (keys) {
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@ -2,6 +2,7 @@ import { System, SystemNames } from ".";
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import { BoundingBox, ComponentNames, Sprite } from "../components";
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import { Game } from "..";
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import { clamp } from "../utils";
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import { DrawArgs } from "../interfaces";
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export class Render extends System {
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private ctx: CanvasRenderingContext2D;
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@ -38,10 +39,11 @@ export class Render extends System {
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return;
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}
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const drawArgs = {
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const drawArgs: DrawArgs = {
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center: boundingBox.center,
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dimension: boundingBox.dimension,
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rotation: boundingBox.rotation,
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tint: entity.hasComponent(ComponentNames.Highlight) ? "red" : undefined,
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};
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sprite.draw(this.ctx, drawArgs);
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@ -1,9 +1,4 @@
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import React from "react";
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import ReactDOM from "react-dom/client";
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import { App } from "./App.tsx";
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import "./css/style.css";
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ReactDOM.createRoot(document.getElementById("root")!).render(
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<React.StrictMode>
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<App />
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</React.StrictMode>,
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);
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ReactDOM.createRoot(document.getElementById("root")!).render(<App />);
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