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1 | import { System } from '@serpentity/serpentity'; | |
2 | ||
3 | const internals = { | |
4 | kForce: 10 | |
5 | }; | |
6 | ||
7 | import DasherNode from '../nodes/dasher'; | |
8 | ||
9 | /** | |
10 | * Applies a dash as a force on an entity. Locks it until the button is released | |
11 | * and a cooldown period has passed | |
12 | * | |
13 | * @extends {external:Serpentity.System} | |
14 | * @class DashSystem | |
15 | * @param {object} config a configuration object to extend. | |
16 | */ | |
17 | export default class DashSystem extends System { | |
18 | ||
19 | constructor(config = {}) { | |
20 | ||
21 | super(); | |
22 | ||
23 | /** | |
24 | * The node collection of dashers | |
25 | * | |
26 | * @property {external:Serpentity.NodeCollection} dashers | |
27 | * @instance | |
28 | * @memberof DashSystem | |
29 | */ | |
30 | this.dashers = null; | |
31 | } | |
32 | ||
33 | /** | |
34 | * Initializes system when added. Requests dasher nodes | |
35 | * | |
36 | * @function added | |
37 | * @memberof DashSystem | |
38 | * @instance | |
39 | * @param {external:Serpentity.Engine} engine the serpentity engine to | |
40 | * which we are getting added | |
41 | */ | |
42 | added(engine) { | |
43 | ||
44 | this.dashers = engine.getNodes(DasherNode); | |
45 | } | |
46 | ||
47 | /** | |
48 | * Clears system resources when removed. | |
49 | * | |
50 | * @function removed | |
51 | * @instance | |
52 | * @memberof DashSystem | |
53 | */ | |
54 | removed() { | |
55 | ||
56 | this.dashers = null; | |
57 | } | |
58 | ||
59 | /** | |
60 | * Runs on every update of the loop. Triggers dash and manages cooldown | |
61 | * | |
62 | * @function update | |
63 | * @instance | |
64 | * @param {Number} currentFrameDuration the duration of the current | |
65 | * frame | |
66 | * @memberof DashSystem | |
67 | */ | |
68 | update(currentFrameDuration) { | |
69 | ||
70 | for (const dasher of this.dashers) { | |
71 | ||
72 | const dash = dasher.dash; | |
73 | ||
74 | if (dash.dashing && !dash.locked) { | |
75 | this._dash(dasher); | |
76 | } | |
77 | ||
78 | if (!dash.dashing && dash.locked && dash.currentCooldown >= dash.cooldown) { | |
79 | this._unlock(dasher); | |
80 | } | |
81 | ||
82 | if (dash.locked) { | |
83 | dash.currentCooldown += currentFrameDuration; | |
84 | } | |
85 | ||
86 | dash.dashing = 0; | |
87 | } | |
88 | } | |
89 | ||
90 | // Executes the dash action | |
91 | ||
92 | _dash(dasher) { | |
93 | ||
94 | const dash = dasher.dash; | |
95 | const force = dasher.force; | |
96 | ||
97 | const angle = force.lastAngle || 0; | |
98 | dash.locked = true; | |
99 | dash.currentCooldown = 0; | |
100 | ||
101 | const xComponent = internals.kForce * Math.cos(angle); | |
102 | const yComponent = internals.kForce * Math.sin(angle); | |
103 | ||
104 | force.x += xComponent; | |
105 | force.y += yComponent; | |
106 | } | |
107 | ||
108 | // Executes the unlock action | |
109 | ||
110 | _unlock(dasher) { | |
111 | ||
112 | dasher.dash.locked = false; | |
113 | } | |
114 | }; | |
115 | ||
116 |