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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/dash.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/dash.js')
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diff --git a/lib/systems/dash.js b/lib/systems/dash.js
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+import { System } from '@serpentity/serpentity';
+
+const internals = {
+ kForce: 10
+};
+
+import DasherNode from '../nodes/dasher';
+
+/**
+ * Applies a dash as a force on an entity. Locks it until the button is released
+ * and a cooldown period has passed
+ *
+ * @extends {external:Serpentity.System}
+ * @class DashSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class DashSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of dashers
+ *
+ * @property {external:Serpentity.NodeCollection} dashers
+ * @instance
+ * @memberof DashSystem
+ */
+ this.dashers = null;
+ }
+
+ /**
+ * Initializes system when added. Requests dasher nodes
+ *
+ * @function added
+ * @memberof DashSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.dashers = engine.getNodes(DasherNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof DashSystem
+ */
+ removed() {
+
+ this.dashers = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Triggers dash and manages cooldown
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof DashSystem
+ */
+ update(currentFrameDuration) {
+
+ for (const dasher of this.dashers) {
+
+ const dash = dasher.dash;
+
+ if (dash.dashing && !dash.locked) {
+ this._dash(dasher);
+ }
+
+ if (!dash.dashing && dash.locked && dash.currentCooldown >= dash.cooldown) {
+ this._unlock(dasher);
+ }
+
+ if (dash.locked) {
+ dash.currentCooldown += currentFrameDuration;
+ }
+
+ dash.dashing = 0;
+ }
+ }
+
+ // Executes the dash action
+
+ _dash(dasher) {
+
+ const dash = dasher.dash;
+ const force = dasher.force;
+
+ const angle = force.lastAngle || 0;
+ dash.locked = true;
+ dash.currentCooldown = 0;
+
+ const xComponent = internals.kForce * Math.cos(angle);
+ const yComponent = internals.kForce * Math.sin(angle);
+
+ force.x += xComponent;
+ force.y += yComponent;
+ }
+
+ // Executes the unlock action
+
+ _unlock(dasher) {
+
+ dasher.dash.locked = false;
+ }
+};
+
+