]> git.r.bdr.sh - rbdr/sumo/blobdiff - lib/sumo.js
Update dependencies
[rbdr/sumo] / lib / sumo.js
index eef80d759ef547ab807163a7a3b7fa50c403411c..603937b3a6bd1d19377a21cd5c222e3a645cbde2 100644 (file)
@@ -1,5 +1,3 @@
-import 'babel-polyfill';
-
 import Config from './config';
 
 // Systems
 import Config from './config';
 
 // Systems
@@ -8,11 +6,17 @@ import ApplyForceSystem from './systems/apply_force';
 import CreateCouplingLineSystem from './systems/create_coupling_line';
 import ControlMapperSystem from './systems/control_mapper';
 import DashSystem from './systems/dash';
 import CreateCouplingLineSystem from './systems/create_coupling_line';
 import ControlMapperSystem from './systems/control_mapper';
 import DashSystem from './systems/dash';
+import DetectPointsCollisionSystem from './systems/detect_points_collision';
+import DetectWinnerSystem from './systems/detect_winner';
 import DrawDashSystem from './systems/draw_dash';
 import DrawDashSystem from './systems/draw_dash';
+import DrawGrabSystem from './systems/draw_grab';
 import ElasticSystem from './systems/elastic';
 import ElasticSystem from './systems/elastic';
+import GrabSystem from './systems/grab';
 import PhysicsWorldControlSystem from './systems/physics_world_control';
 import PhysicsToAttributesSystem from './systems/physics_to_attributes';
 import PhysicsWorldControlSystem from './systems/physics_world_control';
 import PhysicsToAttributesSystem from './systems/physics_to_attributes';
+import RenderPointsSystem from './systems/render_points';
 import RenderSystem from './systems/render';
 import RenderSystem from './systems/render';
+import RenderWinnerSystem from './systems/render_winner';
 import AttributesToRenderableSystem from './systems/attributes_to_renderable';
 
 // Factories
 import AttributesToRenderableSystem from './systems/attributes_to_renderable';
 
 // Factories
@@ -25,8 +29,6 @@ import Serpentity from '@serpentity/serpentity';
 import { Application } from 'pixi.js';
 import { Engine } from 'matter-js';
 
 import { Application } from 'pixi.js';
 import { Engine } from 'matter-js';
 
-/* global window document */
-
 const internals = {
   kBackgroundColor: 0xd8c590,
   kNoElementError: 'No element found. Cannot render.',
 const internals = {
   kBackgroundColor: 0xd8c590,
   kNoElementError: 'No element found. Cannot render.',
@@ -197,12 +199,28 @@ internals.Sumo = class Sumo {
 
     this._engine.addSystem(new DashSystem());
 
 
     this._engine.addSystem(new DashSystem());
 
+    this._engine.addSystem(new GrabSystem({
+      engine: this._matterJs
+    }));
+
     this._engine.addSystem(new ApplyForceSystem());
 
     this._engine.addSystem(new PhysicsWorldControlSystem({
       engine: this._matterJs
     }));
 
     this._engine.addSystem(new ApplyForceSystem());
 
     this._engine.addSystem(new PhysicsWorldControlSystem({
       engine: this._matterJs
     }));
 
+    this._engine.addSystem(new DetectPointsCollisionSystem());
+
+    this._engine.addSystem(new DetectWinnerSystem());
+
+    this._engine.addSystem(new RenderPointsSystem({
+      application: this._pixi
+    }));
+
+    this._engine.addSystem(new RenderWinnerSystem({
+      application: this._pixi
+    }));
+
     this._engine.addSystem(new ElasticSystem());
 
     this._engine.addSystem(new PhysicsToAttributesSystem());
     this._engine.addSystem(new ElasticSystem());
 
     this._engine.addSystem(new PhysicsToAttributesSystem());
@@ -213,6 +231,8 @@ internals.Sumo = class Sumo {
 
     this._engine.addSystem(new DrawDashSystem());
 
 
     this._engine.addSystem(new DrawDashSystem());
 
+    this._engine.addSystem(new DrawGrabSystem());
+
     this._engine.addSystem(new RenderSystem({
       application: this._pixi
     }));
     this._engine.addSystem(new RenderSystem({
       application: this._pixi
     }));
@@ -229,14 +249,14 @@ internals.Sumo = class Sumo {
       }
     });
 
       }
     });
 
-    const sumoA = SumoFactory.createSumo(null, {
+    const sumoA = SumoFactory.createPlayer1Sumo(null, {
       position: {
         x: this.horizontalResolution / 2 - 100,
         y: this.verticalResolution / 2
       }
     });
 
       position: {
         x: this.horizontalResolution / 2 - 100,
         y: this.verticalResolution / 2
       }
     });
 
-    const sumoB = SumoFactory.createControllableSumo(null, {
+    const sumoB = SumoFactory.createPlayer2Sumo(null, {
       position: {
         x: this.horizontalResolution / 2 + 100,
         y: this.verticalResolution / 2
       position: {
         x: this.horizontalResolution / 2 + 100,
         y: this.verticalResolution / 2
@@ -260,6 +280,53 @@ internals.Sumo = class Sumo {
       entityB: harness
     });
 
       entityB: harness
     });
 
+    // Walls
+
+    SumoFactory.createInvisibleBlock(this._engine, {
+      width: this.horizontalResolution * 2,
+      height: this.verticalResolution * 0.1,
+      position: {
+        x: this.horizontalResolution / 2,
+        y: -this.verticalResolution * 0.1
+      }
+    });
+
+    SumoFactory.createInvisibleBlock(this._engine, {
+      width: this.horizontalResolution * 2,
+      height: this.verticalResolution * 0.1,
+      position: {
+        x: this.horizontalResolution / 2,
+        y: this.verticalResolution + this.verticalResolution * 0.1
+      }
+    });
+
+    // Points Detector
+
+    SumoFactory.createPointsCollider(this._engine, {
+      collisionTarget: sumoA,
+      pointsTarget: 'red',
+      height: this.verticalResolution,
+      width: this.horizontalResolution,
+      position: {
+        x: this.horizontalResolution + this.horizontalResolution / 2,
+        y: this.verticalResolution / 2
+      }
+    });
+
+    SumoFactory.createPointsCollider(this._engine, {
+      collisionTarget: sumoB,
+      pointsTarget: 'blue',
+      height: this.verticalResolution,
+      width: this.horizontalResolution,
+      position: {
+        x: -this.horizontalResolution / 2,
+        y: this.verticalResolution / 2
+      }
+    });
+
+    // The game state
+    SumoFactory.createGameState(this._engine);
+
     // To keep the coupling behind, we'll manually add the sumos later
 
     this._engine.addEntity(sumoA);
     // To keep the coupling behind, we'll manually add the sumos later
 
     this._engine.addEntity(sumoA);