]> git.r.bdr.sh - rbdr/sumo/blame_incremental - lib/systems/physics_to_attributes.js
Fix positioning and lessen friction (#8)
[rbdr/sumo] / lib / systems / physics_to_attributes.js
... / ...
CommitLineData
1import { System } from '@serpentity/serpentity';
2
3import PhysicalWithAttributesNode from '../nodes/physical_with_attributes';
4import Config from '../config';
5
6/**
7 * Distribuets physics data to the related components
8 *
9 * @extends {external:Serpentity.System}
10 * @class PhysicsToAttributesSystem
11 * @param {object} config a configuration object to extend.
12 */
13export default class PhysicsToAttributesSystem extends System {
14
15 constructor(config = {}) {
16
17 super();
18
19 /**
20 * The node collection of physics entities
21 *
22 * @property {external:Serpentity.NodeCollection} physicalEntities
23 * @instance
24 * @memberof PhysicsToAttributesSystem
25 */
26 this.physicalEntities = null;
27 }
28
29 /**
30 * Initializes system when added. Requests physics nodes
31 *
32 * @function added
33 * @memberof PhysicsToAttributesSystem
34 * @instance
35 * @param {external:Serpentity.Engine} engine the serpentity engine to
36 * which we are getting added
37 */
38 added(engine) {
39
40 this.physicalEntities = engine.getNodes(PhysicalWithAttributesNode);
41 }
42
43 /**
44 * Clears system resources when removed.
45 *
46 * @function removed
47 * @instance
48 * @memberof PhysicsToAttributesSystem
49 */
50 removed() {
51
52 this.physicalEntities = null;
53 }
54
55 /**
56 * Runs on every update of the loop. Updates the other components
57 * based on physics
58 *
59 * @function update
60 * @instance
61 * @param {Number} currentFrameDuration the duration of the current
62 * frame
63 * @memberof PhysicsToAttributesSystem
64 */
65 update(currentFrameDuration) {
66
67 for (const physicalEntity of this.physicalEntities) {
68 physicalEntity.position.x = physicalEntity.body.body.position.x * Config.meterSize;
69 physicalEntity.position.y = physicalEntity.body.body.position.y * Config.meterSize;
70 physicalEntity.angle.angle = physicalEntity.body.body.angle;
71 }
72 }
73};