diff options
| author | Rubén Beltrán del Río <ben@nsovocal.com> | 2018-04-23 05:13:08 -0500 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2018-04-23 05:13:08 -0500 |
| commit | 7ade6f8d96825386bf2e89dea51f9297cbac8e9c (patch) | |
| tree | 1e0c95625250c6fc41c7c8722ed81f4a3246ce6c /lib/systems/control_mapper.js | |
| parent | f45bcde17fe0a8849e647ac843106fb51d2e8971 (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.js | 118 |
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 index 0000000..e91ecc6 --- /dev/null +++ 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; + } + } +}; + |