player movement
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parent
d08e0105cb
commit
c3242b171c
@ -1,7 +1,5 @@
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import { GameCanvas } from "./components/GameCanvas";
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const WIDTH = 800;
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const HEIGHT = 800;
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import { Miscellaneous } from "./engine/config";
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export const App = () => {
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return (
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@ -12,7 +10,7 @@ export const App = () => {
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</div>
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</div>
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<div className="content">
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<GameCanvas width={WIDTH} height={HEIGHT} />
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<GameCanvas width={Miscellaneous.WIDTH} height={Miscellaneous.HEIGHT} />
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</div>
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<div className="footer">
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<span>
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@ -1,7 +1,8 @@
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import { Game } from ".";
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import { loadAssets } from "./config";
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import { Miscellaneous, loadAssets } from "./config";
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import { Player } from "./entities";
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import { FacingDirection, Input, Render } from "./systems";
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import { Grid } from "./systems/Grid";
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export class TheAbstractionEngine {
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private game: Game;
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@ -22,9 +23,18 @@ export class TheAbstractionEngine {
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const facingDirectionSystem = new FacingDirection(inputSystem);
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[new Render(this.ctx), inputSystem, facingDirectionSystem].forEach(
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(system) => this.game.addSystem(system),
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);
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[
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new Render(this.ctx),
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inputSystem,
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facingDirectionSystem,
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new Grid(
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{ width: Miscellaneous.GRID_COLUMNS, height: Miscellaneous.GRID_ROWS },
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{
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width: Miscellaneous.GRID_CELL_WIDTH,
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height: Miscellaneous.GRID_CELL_HEIGHT,
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},
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),
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].forEach((system) => this.game.addSystem(system));
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const player = new Player();
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this.game.addEntity(player);
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@ -1,7 +1,7 @@
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export namespace ComponentNames {
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export const Sprite = "Sprite";
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export const FacingDirection = "FacingDirection";
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export const GridPosition = "GridPosition";
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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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}
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20
src/engine/components/Grid.ts
Normal file
20
src/engine/components/Grid.ts
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@ -0,0 +1,20 @@
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import { Component, ComponentNames } from ".";
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import { Coord2D, Direction } from "../interfaces";
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export class Grid extends Component {
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public initialized: boolean;
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public gridPosition: Coord2D;
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public movingDirection: Direction;
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public pushable: boolean = false;
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constructor(pushable: boolean = false, position: Coord2D = { x: 0, y: 0 }) {
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super(ComponentNames.Grid);
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this.initialized = false;
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this.gridPosition = position;
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this.movingDirection = Direction.NONE;
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this.pushable = pushable;
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}
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}
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@ -1,13 +0,0 @@
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import { Component, ComponentNames } from ".";
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export class GridPosition extends Component {
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public x: number;
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public y: number;
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constructor(x: number, y: number) {
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super(ComponentNames.GridPosition);
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this.x = x;
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this.y = y;
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}
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}
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@ -2,6 +2,6 @@ export * from "./Component";
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export * from "./ComponentNames";
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export * from "./Sprite";
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export * from "./FacingDirection";
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export * from "./GridPosition";
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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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@ -41,10 +41,17 @@ export namespace KeyConstants {
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}, new Map());
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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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}
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export namespace Miscellaneous {
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export const WIDTH = 800;
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export const HEIGHT = 800;
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export const DEFAULT_GRID_WIDTH = 30;
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export const DEFAULT_GRID_HEIGHT = 30;
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export const GRID_ROWS = 15;
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export const GRID_COLUMNS = 15;
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export const GRID_CELL_WIDTH = Math.floor(WIDTH / GRID_COLUMNS);
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export const GRID_CELL_HEIGHT = Math.floor(HEIGHT / GRID_ROWS);
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}
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@ -3,7 +3,7 @@ import { IMAGES, SPRITE_SPECS, Sprites, type SpriteSpec } from "../config";
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import {
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FacingDirection,
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Sprite,
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GridPosition,
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Grid,
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BoundingBox,
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Control,
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} from "../components";
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@ -20,8 +20,8 @@ export class Player extends Entity {
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this.addComponent(
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new BoundingBox(
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{
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x: 200,
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y: 200,
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x: 0,
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y: 0,
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},
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{ width: Player.spriteSpec.width, height: Player.spriteSpec.height },
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0,
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@ -30,7 +30,7 @@ export class Player extends Entity {
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this.addComponent(new Control());
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this.addComponent(new GridPosition(0, 0));
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this.addComponent(new Grid());
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this.addFacingDirectionComponents();
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}
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199
src/engine/systems/Grid.ts
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199
src/engine/systems/Grid.ts
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@ -0,0 +1,199 @@
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import { System, SystemNames } from ".";
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import { Game } from "..";
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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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Grid as GridComponent,
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} from "../components";
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import { Coord2D, Direction, Dimension2D } from "../interfaces";
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import { clamp } from "../utils";
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export class Grid extends System {
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private dimension: Dimension2D;
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private grid: Set<string>[][] = [];
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constructor(
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{ width: columns, height: rows }: Dimension2D,
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dimension: Dimension2D,
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) {
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super(SystemNames.Grid);
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this.dimension = dimension;
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this.grid = new Array(rows)
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.fill(null)
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.map(() => new Array(columns).fill(null).map(() => new Set()));
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}
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public update(dt: number, game: Game): void {
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this.putUninitializedEntitiesInGrid(game);
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this.rebuildGrid(game);
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this.updateMovingEntities(dt, game);
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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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if (grid.initialized) {
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return;
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}
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const hasBoundingBox = entity.hasComponent(ComponentNames.BoundingBox);
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if (!hasBoundingBox) {
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return;
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}
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const boundingBox = entity.getComponent<BoundingBox>(
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ComponentNames.BoundingBox,
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)!;
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boundingBox.center = this.gridToScreenPosition(grid.gridPosition);
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entity.addComponent(boundingBox);
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grid.initialized = true;
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entity.addComponent(grid);
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});
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}
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private updateMovingEntities(
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dt: number,
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game: Game,
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velocity = PhysicsConstants.GRID_MOVEMENT_VELOCITY,
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) {
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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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return;
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}
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const boundingBox = entity.getComponent<BoundingBox>(
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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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if (this.isOutOfBounds(newGridPosition)) {
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grid.movingDirection = Direction.NONE;
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entity.addComponent(grid);
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return;
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}
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let { dx, dy } = { dx: 0, dy: 0 };
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switch (grid.movingDirection) {
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case Direction.LEFT:
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dx = -velocity * dt;
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break;
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case Direction.RIGHT:
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dx = velocity * dt;
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break;
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case Direction.UP:
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dy = -velocity * dt;
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break;
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case Direction.DOWN:
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dy = velocity * dt;
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break;
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}
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const { x, y } = boundingBox.center;
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const nextPosition = { x: x + dx, y: y + dy };
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const passedCenter = this.isEntityPastCenterWhenMoving(
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grid.movingDirection,
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newGridPosition,
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nextPosition,
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);
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if (passedCenter) {
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// re-align the entity to its new grid position
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this.grid[grid.gridPosition.y][grid.gridPosition.x].delete(entity.id);
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grid.gridPosition = newGridPosition;
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grid.movingDirection = Direction.NONE;
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this.grid[grid.gridPosition.y][grid.gridPosition.x].add(entity.id);
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entity.addComponent(grid);
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boundingBox.center = this.gridToScreenPosition(grid.gridPosition);
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entity.addComponent(boundingBox);
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return;
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}
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boundingBox.center = nextPosition;
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entity.addComponent(boundingBox);
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});
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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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entityPosition: Coord2D,
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) {
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const { x, y } = this.gridToScreenPosition(gridPosition);
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switch (direction) {
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case Direction.LEFT:
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return entityPosition.x <= x;
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case Direction.RIGHT:
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return entityPosition.x >= x;
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case Direction.UP:
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return entityPosition.y <= y;
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case Direction.DOWN:
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return entityPosition.y >= y;
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}
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return false;
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}
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private gridToScreenPosition(gridPosition: Coord2D) {
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const { width, height } = this.dimension;
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return {
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x: gridPosition.x * width + width / 2,
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y: gridPosition.y * height + height / 2,
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};
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}
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private isOutOfBounds(position: Coord2D) {
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const isOutOfBoundsX =
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clamp(position.x, 0, this.grid[0].length - 1) !== position.x;
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const isOutOfBoundsY =
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clamp(position.y, 0, this.grid.length - 1) !== position.y;
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return isOutOfBoundsX || isOutOfBoundsY;
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}
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private rebuildGrid(game: Game) {
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const movedEntities = new Set<string>();
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game.forEachEntityWithComponent(ComponentNames.Grid, (entity) => {
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const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
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const { x, y } = grid.gridPosition;
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if (!this.grid[y][x].has(entity.id)) {
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movedEntities.add(entity.id);
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this.grid[y][x].add(entity.id);
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}
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});
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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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cell.delete(id);
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}
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}
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}),
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);
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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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});
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}
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}
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@ -4,7 +4,7 @@ import { ComponentNames } 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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import { Coord2D } from "../interfaces";
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import { Coord2D, Direction } from "../interfaces";
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export class Input extends System {
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private keys: Set<string>;
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@ -41,8 +41,44 @@ export class Input extends System {
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);
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if (!controlComponent.isControllable) return;
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if (this.hasSomeKey(KeyConstants.ActionKeys.get(Action.INTERACT))) {
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console.log("interact");
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const hasGrid = entity.hasComponent(ComponentNames.Grid);
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// TODO: check grid via controlComponent to notify entity of interaction
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const [moveUp, moveLeft, moveRight, moveDown] = [
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Action.MOVE_UP,
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Action.MOVE_LEFT,
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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 (gridComponent.movingDirection !== Direction.NONE) {
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return;
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}
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if (moveUp) {
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gridComponent.movingDirection = Direction.UP;
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KeyConstants.ActionKeys.get(Action.MOVE_UP)!.forEach((key) =>
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this.keyReleased(key),
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);
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} else if (moveLeft) {
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gridComponent.movingDirection = Direction.LEFT;
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KeyConstants.ActionKeys.get(Action.MOVE_LEFT)!.forEach((key) =>
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this.keyReleased(key),
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);
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} else if (moveRight) {
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gridComponent.movingDirection = Direction.RIGHT;
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KeyConstants.ActionKeys.get(Action.MOVE_RIGHT)!.forEach((key) =>
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this.keyReleased(key),
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);
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} else if (moveDown) {
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gridComponent.movingDirection = Direction.DOWN;
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KeyConstants.ActionKeys.get(Action.MOVE_DOWN)!.forEach((key) =>
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this.keyReleased(key),
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);
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}
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entity.addComponent(gridComponent);
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}
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}
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@ -1,8 +1,6 @@
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export namespace SystemNames {
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export const Render = "Render";
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export const Physics = "Physics";
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export const Input = "Input";
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export const Collision = "Collision";
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export const WallBounds = "WallBounds";
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export const FacingDirection = "FacingDirection";
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export const Grid = "Grid";
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}
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