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authorRubén Beltrán del Río <ben@nsovocal.com>2018-04-23 05:13:08 -0500
committerGitHub <noreply@github.com>2018-04-23 05:13:08 -0500
commit7ade6f8d96825386bf2e89dea51f9297cbac8e9c (patch)
tree1e0c95625250c6fc41c7c8722ed81f4a3246ce6c /lib/systems/control_mapper.js
parentf45bcde17fe0a8849e647ac843106fb51d2e8971 (diff)
Add control via keyboard (#6)
* Correct angle documentation * Correct body component doc * Add a config module with px 2 meters * Create component to map input * Add components for mappable actions * Add component for elastic manipulation * Add node to modify physics * Add controllable node * Add dasher node * Add control mapper system * Add component to limit velocity * Add node for limiting velocity * Add systems to move and dash * Use meters in physics systems * Correct documentation in render system * Add elastic manipulation system * Update factories to use new components * Update main app to use new systems * Ignore dist dir * Also ignore cache * Ignore personal configuration files * Add system to reduce velocity * Add changelog
Diffstat (limited to 'lib/systems/control_mapper.js')
-rw-r--r--lib/systems/control_mapper.js118
1 files changed, 118 insertions, 0 deletions
diff --git a/lib/systems/control_mapper.js b/lib/systems/control_mapper.js
new file mode 100644
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+++ b/lib/systems/control_mapper.js
@@ -0,0 +1,118 @@
+import { System } from '@serpentity/serpentity';
+
+import ControllableNode from '../nodes/controllable';
+
+/* global window */
+
+const internals = {
+ keyboardState: {
+ }
+};
+
+/**
+ * Updates control status based on the controller map
+ *
+ * @extends {external:Serpentity.System}
+ * @class ControlMapperSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class ControlMapperSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of controllable entities
+ *
+ * @property {external:Serpentity.NodeCollection} controllables
+ * @instance
+ * @memberof RenderSystem
+ */
+ this.controllables = null;
+
+ this._initializeKeyboard();
+ }
+
+ /**
+ * Initializes system when added. Requests controllable nodes.
+ *
+ * @function added
+ * @memberof RenderSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.controllables = engine.getNodes(ControllableNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof RenderSystem
+ */
+ removed() {
+
+ this.controllables = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Maps the actions given the current state of the inputs
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof RenderSystem
+ */
+ update(currentFrameDuration) {
+
+ for (const controllable of this.controllables) {
+ for (const map of controllable.controlMap.map) {
+ if (map.source.type === 'keyboard') {
+ this._setValue(controllable.entity, map.target, !!internals.keyboardState[map.source.index]);
+ }
+ }
+ }
+ }
+
+ // Listens to keyboard to update internal map
+
+ _initializeKeyboard() {
+
+ window.addEventListener('keydown', (event) => {
+
+ internals.keyboardState[event.keyCode] = true;
+ });
+
+ window.addEventListener('keyup', (event) => {
+
+ internals.keyboardState[event.keyCode] = false;
+ });
+ }
+
+ // Sets the value to a target
+
+ _setValue(entity, target, value) {
+
+ const component = entity.getComponent(target.component);
+
+ if (component) {
+ const keyFragments = target.property.split('.');
+ let currentObject = component;
+ for (const keyFragment of keyFragments.slice(0, keyFragments.length - 1)) {
+ currentObject = currentObject[keyFragment] = currentObject[keyFragment] || {};
+ }
+
+
+ const finalValue = !!target.value ? target.value(value) : value;
+ const finalProperty = keyFragments.pop();
+ currentObject[finalProperty] += finalValue;
+ }
+ }
+};
+