]> git.r.bdr.sh - rbdr/sumo/blob - lib/sumo.js
Update dependencies
[rbdr/sumo] / lib / sumo.js
1 import Config from './config';
2
3 // Systems
4
5 import ApplyForceSystem from './systems/apply_force';
6 import CreateCouplingLineSystem from './systems/create_coupling_line';
7 import ControlMapperSystem from './systems/control_mapper';
8 import DashSystem from './systems/dash';
9 import DetectPointsCollisionSystem from './systems/detect_points_collision';
10 import DetectWinnerSystem from './systems/detect_winner';
11 import DrawDashSystem from './systems/draw_dash';
12 import DrawGrabSystem from './systems/draw_grab';
13 import ElasticSystem from './systems/elastic';
14 import GrabSystem from './systems/grab';
15 import PhysicsWorldControlSystem from './systems/physics_world_control';
16 import PhysicsToAttributesSystem from './systems/physics_to_attributes';
17 import RenderPointsSystem from './systems/render_points';
18 import RenderSystem from './systems/render';
19 import RenderWinnerSystem from './systems/render_winner';
20 import AttributesToRenderableSystem from './systems/attributes_to_renderable';
21
22 // Factories
23
24 import SumoFactory from './factories/sumo';
25
26 // External Dependencies
27
28 import Serpentity from '@serpentity/serpentity';
29 import { Application } from 'pixi.js';
30 import { Engine } from 'matter-js';
31
32 const internals = {
33 kBackgroundColor: 0xd8c590,
34 kNoElementError: 'No element found. Cannot render.',
35
36 // Handler for the window load event. Initializes and runs the app.
37
38 onLoad() {
39
40 const sumo = new internals.Sumo(Object.assign({
41 element: document.getElementById('sumo-app-entry-point')
42 }, Config));
43
44 sumo.startLoop();
45
46 window.sumo = sumo;
47 }
48 };
49
50 /**
51 * Sumo - main entry point. Attached to window->load
52 *
53 * @class Sumo
54 *
55 * @param {object} config the configuration to extend the object
56 *
57 * @property {HTMLElement} [element=null] the element in which to render.
58 * Required, will throw if not provided
59 * @property {Number} [fps=60] the fps target to maintain
60 * @property {Number} [verticalResolution=224] how many pixels to render in the vertical
61 * axis (gets scaled if the canvas is larger)
62 * @property {Array<Number>} [aspectRatio=[2.76, 1]] the aspect ratio experssed as
63 * an array of two numbers, where aspect ratio x:y is [x, y] (eg. [16, 9])
64 */
65
66 internals.Sumo = class Sumo {
67
68 constructor(config) {
69
70 // These defaults can get overridden by config
71 this.fps = 60;
72 this.aspectRatio = [2.76, 1];
73 this.verticalResolution = 224;
74
75 Object.assign(this, config);
76
77 if (!this.element) {
78 throw new Error(internals.kNoElementError);
79 }
80
81 this._engine = new Serpentity();
82
83 this._previousTime = 0;
84 this._looping = false;
85
86 // Initialization functions
87 this._initializeCanvas();
88 this._initializeMatter();
89 this._initializePixi();
90 this._initializeSystems();
91 this._initializeEntities();
92 }
93
94 /**
95 * Starts the main loop. Resets the FPS (if you change it it won't go
96 * live until after you stop and start the loop)
97 *
98 * @function startLoop
99 * @instance
100 * @memberof Sumo
101 */
102 startLoop() {
103
104 this._looping = true;
105 this._frameDuration = 1000 / this.fps;
106 window.requestAnimationFrame(this._loop.bind(this));
107 }
108
109 /**
110 * Pauses the loop
111 *
112 * @function pauseLoop
113 * @instance
114 * @memberof Sumo
115 */
116 pauseLoop() {
117
118 this._looping = false;
119 }
120
121 // The main loop used above. Runs the serpentity update process and
122 // attempts to maintain FPS. The rest is handled by the engine.
123
124 _loop(currentTime) {
125
126 if (!this._looping) {
127 return;
128 }
129
130 window.requestAnimationFrame(this._loop.bind(this));
131
132 const currentFrameDuration = currentTime - this._previousTime;
133
134 if (currentFrameDuration > this._frameDuration) {
135
136 // We're sending the currentTime since it gives better results for
137 // this type of renderer, though usually we expect the delta
138 this._engine.update(currentFrameDuration);
139 this._previousTime = currentTime;
140 }
141 }
142
143 // Creates a canvas for rendering
144
145 _initializeCanvas() {
146
147 this._canvas = document.createElement('canvas');
148 this.element.appendChild(this._canvas);
149 this._resizeCanvas();
150 window.addEventListener('resize', this._resizeCanvas.bind(this));
151 }
152
153 // Initialize MatterJs
154
155 _initializeMatter() {
156
157 this._matterJs = Engine.create();
158
159 this._matterJs.world.gravity.y = 0;
160 }
161
162 // Initialize Pixi
163
164 _initializePixi() {
165
166 this._pixi = new Application({
167 backgroundColor: internals.kBackgroundColor,
168 view: this._canvas,
169 width: this._canvas.width,
170 height: this._canvas.height
171 });
172 }
173
174 // Resizes the canvas to a square the size of the smallest magnitude
175 // of the window.
176
177 _resizeCanvas() {
178
179 let width = window.innerWidth;
180 let height = Math.round(width * this.aspectRatio[1] / this.aspectRatio[0]);
181
182 if (window.innerHeight < height) {
183 height = window.innerHeight;
184 width = Math.round(height * this.aspectRatio[0] / this.aspectRatio[1]);
185 }
186
187 this._canvas.style.width = `${width}px`;
188 this._canvas.style.height = `${height}px`;
189
190 this._canvas.width = Math.round(this.verticalResolution * this.aspectRatio[0] / this.aspectRatio[1]);
191 this._canvas.height = this.verticalResolution;
192 }
193
194 // Initializes the serpentity systems
195
196 _initializeSystems() {
197
198 this._engine.addSystem(new ControlMapperSystem());
199
200 this._engine.addSystem(new DashSystem());
201
202 this._engine.addSystem(new GrabSystem({
203 engine: this._matterJs
204 }));
205
206 this._engine.addSystem(new ApplyForceSystem());
207
208 this._engine.addSystem(new PhysicsWorldControlSystem({
209 engine: this._matterJs
210 }));
211
212 this._engine.addSystem(new DetectPointsCollisionSystem());
213
214 this._engine.addSystem(new DetectWinnerSystem());
215
216 this._engine.addSystem(new RenderPointsSystem({
217 application: this._pixi
218 }));
219
220 this._engine.addSystem(new RenderWinnerSystem({
221 application: this._pixi
222 }));
223
224 this._engine.addSystem(new ElasticSystem());
225
226 this._engine.addSystem(new PhysicsToAttributesSystem());
227
228 this._engine.addSystem(new AttributesToRenderableSystem());
229
230 this._engine.addSystem(new CreateCouplingLineSystem());
231
232 this._engine.addSystem(new DrawDashSystem());
233
234 this._engine.addSystem(new DrawGrabSystem());
235
236 this._engine.addSystem(new RenderSystem({
237 application: this._pixi
238 }));
239 }
240
241 // Initializes the serpentity entities
242
243 _initializeEntities() {
244
245 SumoFactory.createArena(this._engine, {
246 position: {
247 x: this.horizontalResolution / 2,
248 y: this.verticalResolution / 2
249 }
250 });
251
252 const sumoA = SumoFactory.createPlayer1Sumo(null, {
253 position: {
254 x: this.horizontalResolution / 2 - 100,
255 y: this.verticalResolution / 2
256 }
257 });
258
259 const sumoB = SumoFactory.createPlayer2Sumo(null, {
260 position: {
261 x: this.horizontalResolution / 2 + 100,
262 y: this.verticalResolution / 2
263 }
264 });
265
266 const harness = SumoFactory.createHarness(null, {
267 position: {
268 x: this.horizontalResolution / 2,
269 y: this.verticalResolution / 2
270 }
271 });
272
273 SumoFactory.createRubberBand(this._engine, {
274 entityA: sumoA,
275 entityB: harness
276 });
277
278 SumoFactory.createRubberBand(this._engine, {
279 entityA: sumoB,
280 entityB: harness
281 });
282
283 // Walls
284
285 SumoFactory.createInvisibleBlock(this._engine, {
286 width: this.horizontalResolution * 2,
287 height: this.verticalResolution * 0.1,
288 position: {
289 x: this.horizontalResolution / 2,
290 y: -this.verticalResolution * 0.1
291 }
292 });
293
294 SumoFactory.createInvisibleBlock(this._engine, {
295 width: this.horizontalResolution * 2,
296 height: this.verticalResolution * 0.1,
297 position: {
298 x: this.horizontalResolution / 2,
299 y: this.verticalResolution + this.verticalResolution * 0.1
300 }
301 });
302
303 // Points Detector
304
305 SumoFactory.createPointsCollider(this._engine, {
306 collisionTarget: sumoA,
307 pointsTarget: 'red',
308 height: this.verticalResolution,
309 width: this.horizontalResolution,
310 position: {
311 x: this.horizontalResolution + this.horizontalResolution / 2,
312 y: this.verticalResolution / 2
313 }
314 });
315
316 SumoFactory.createPointsCollider(this._engine, {
317 collisionTarget: sumoB,
318 pointsTarget: 'blue',
319 height: this.verticalResolution,
320 width: this.horizontalResolution,
321 position: {
322 x: -this.horizontalResolution / 2,
323 y: this.verticalResolution / 2
324 }
325 });
326
327 // The game state
328 SumoFactory.createGameState(this._engine);
329
330 // To keep the coupling behind, we'll manually add the sumos later
331
332 this._engine.addEntity(sumoA);
333 this._engine.addEntity(sumoB);
334 this._engine.addEntity(harness);
335 }
336 };
337
338 export default internals.exports = {};
339
340 // autorun.bat
341 window.addEventListener('load', internals.onLoad);