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authorRubén Beltrán del Río <ben@nsovocal.com>2018-04-21 17:45:38 -0500
committerGitHub <noreply@github.com>2018-04-21 17:45:38 -0500
commit493ec31cb19b4211c703762d14a4e6232c4c2143 (patch)
treec0c33fab8f2fb040dc714ab76f0eb5479f001b2e /lib/systems/physics_to_attributes.js
parent0616b3f00653c66b5e34814653e33413b9ec034e (diff)
Physics Engine (#4)
* Add matter-js as a dependency * Add body component * Fix renderable node doc * Add the physics node type * Correct typo in physics enabled node types * Update docs on render system * Add physics system * Update changelog * Add physics engine to main app * Tweak the gravity of the world * Add body to sumo factory * Add angle component * Add angle to entity * Add angle to the nodes * Pass angle between systems * Set default angle to 0 * Split systems and nodes * Fix indentaion in physics world control * Add third sumo entity * Adjust values for constriants and physics * Correct docs in new nodes * Update built-in docs
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+import { System } from '@serpentity/serpentity';
+
+import PhysicalWithAttributesNode from '../nodes/physical_with_attributes';
+
+/**
+ * Distribuets physics data to the related components
+ *
+ * @extends {external:Serpentity.System}
+ * @class PhysicsToAttributesSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class PhysicsToAttributesSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of physics entities
+ *
+ * @property {external:Serpentity.NodeCollection} physicalEntities
+ * @instance
+ * @memberof PhysicsToAttributesSystem
+ */
+ this.physicalEntities = null;
+ }
+
+ /**
+ * Initializes system when added. Requests physics nodes
+ *
+ * @function added
+ * @memberof PhysicsToAttributesSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.physicalEntities = engine.getNodes(PhysicalWithAttributesNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof PhysicsToAttributesSystem
+ */
+ removed() {
+
+ this.physicalEntities = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Updates the other components
+ * based on physics
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof PhysicsToAttributesSystem
+ */
+ update(currentFrameDuration) {
+
+ for (const physicalEntity of this.physicalEntities) {
+ physicalEntity.position.x = physicalEntity.body.body.position.x;
+ physicalEntity.position.y = physicalEntity.body.body.position.y;
+ physicalEntity.angle.angle = physicalEntity.body.body.angle;
+ }
+ }
+};