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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
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')
-rw-r--r--lib/systems/apply_force.js97
-rw-r--r--lib/systems/control_mapper.js118
-rw-r--r--lib/systems/dash.js116
-rw-r--r--lib/systems/elastic.js93
-rw-r--r--lib/systems/physics_to_attributes.js5
-rw-r--r--lib/systems/physics_world_control.js2
-rw-r--r--lib/systems/reduce_velocity.js70
-rw-r--r--lib/systems/render.js10
8 files changed, 503 insertions, 8 deletions
diff --git a/lib/systems/apply_force.js b/lib/systems/apply_force.js
new file mode 100644
index 0000000..4adc55d
--- /dev/null
+++ b/lib/systems/apply_force.js
@@ -0,0 +1,97 @@
+import { System } from '@serpentity/serpentity';
+import { Body, Vector } from 'matter-js';
+
+const internals = {
+ kForce: 0.0001
+};
+
+import PhysicalWithExternalForceNode from '../nodes/physical_with_external_force';
+
+/**
+ * Applies physica from external forces (eg. controls) to the physics body
+ *
+ * @extends {external:Serpentity.System}
+ * @class ApplyForceSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class ApplyForceSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of entities that have external force
+ *
+ * @property {external:Serpentity.NodeCollection} physicalEntities
+ * @instance
+ * @memberof ApplyForceSystem
+ */
+ this.physicalEntities = null;
+ }
+
+ /**
+ * Initializes system when added. Requests physics nodes
+ *
+ * @function added
+ * @memberof ApplyForceSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.physicalEntities = engine.getNodes(PhysicalWithExternalForceNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof ApplyForceSystem
+ */
+ removed() {
+
+ this.physicalEntities = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Updates the body based on the force
+ * component
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof ApplyForceSystem
+ */
+ update(currentFrameDuration) {
+
+ for (const physicalEntity of this.physicalEntities) {
+ const body = physicalEntity.body.body;
+ const force = physicalEntity.force;
+ const forceVector = Vector.create(force.x * internals.kForce, force.y * internals.kForce);
+
+
+ // Store the last angle and apply force on non-zero forces
+
+ if (force.x || force.y) {
+ force.lastAngle = Math.atan2(force.y, force.x);
+ Body.applyForce(body,
+ {
+ x: body.position.x,
+ y: body.position.y
+ },
+ forceVector
+ );
+ }
+
+ // Reset the force
+
+ force.x = 0;
+ force.y = 0;
+ }
+ }
+};
+
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;
+ }
+ }
+};
+
diff --git a/lib/systems/dash.js b/lib/systems/dash.js
new file mode 100644
index 0000000..d05e9ea
--- /dev/null
+++ b/lib/systems/dash.js
@@ -0,0 +1,116 @@
+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;
+ }
+};
+
+
diff --git a/lib/systems/elastic.js b/lib/systems/elastic.js
new file mode 100644
index 0000000..b94d371
--- /dev/null
+++ b/lib/systems/elastic.js
@@ -0,0 +1,93 @@
+import { System } from '@serpentity/serpentity';
+
+const internals = {
+ kTightStiffness: 0.001,
+ kBaseStiffness: 0.0008,
+ kLooseStiffness: 0.0000001
+};
+
+import ElasticNode from '../nodes/elastic';
+
+/**
+ Changes the stiffness on the node when it's less extended
+ *
+ * @extends {external:Serpentity.System}
+ * @class ElasticSystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class ElasticSystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of entities that have external force
+ *
+ * @property {external:Serpentity.NodeCollection} elastics
+ * @instance
+ * @memberof ElasticSystem
+ */
+ this.elastics = null;
+ }
+
+ /**
+ * Initializes system when added. Requests elastic nodes
+ *
+ * @function added
+ * @memberof ElasticSystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.elastics = engine.getNodes(ElasticNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof ElasticSystem
+ */
+ removed() {
+
+ this.elastics = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Checks length of elastic and adjusts
+ * stiffness
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof ElasticSystem
+ */
+ update(currentFrameDuration) {
+
+ for (const elastic of this.elastics) {
+ const constraint = elastic.body.body;
+
+ const currentDistance = Math.abs(
+ Math.sqrt(
+ Math.pow(constraint.bodyA.position.x - constraint.bodyB.position.x, 2) +
+ Math.pow(constraint.bodyA.position.y - constraint.bodyB.position.y, 2)));
+
+ if (currentDistance <= constraint.length) {
+ constraint.stiffness = internals.kLooseStiffness;
+ continue;
+ }
+
+ if (currentDistance >= 2.6 * constraint.length) {
+ constraint.stiffness = internals.kTightStiffness;
+ continue;
+ }
+
+ constraint.stiffness = internals.kBaseStiffness;
+ }
+ }
+};
diff --git a/lib/systems/physics_to_attributes.js b/lib/systems/physics_to_attributes.js
index a49a16b..e054710 100644
--- a/lib/systems/physics_to_attributes.js
+++ b/lib/systems/physics_to_attributes.js
@@ -1,6 +1,7 @@
import { System } from '@serpentity/serpentity';
import PhysicalWithAttributesNode from '../nodes/physical_with_attributes';
+import Config from '../config';
/**
* Distribuets physics data to the related components
@@ -64,8 +65,8 @@ export default class PhysicsToAttributesSystem extends System {
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.position.x = physicalEntity.body.body.position.x * Config.meterSize;
+ physicalEntity.position.y = physicalEntity.body.body.position.y * Config.meterSize;
physicalEntity.angle.angle = physicalEntity.body.body.angle;
}
}
diff --git a/lib/systems/physics_world_control.js b/lib/systems/physics_world_control.js
index daa39c1..a658d5c 100644
--- a/lib/systems/physics_world_control.js
+++ b/lib/systems/physics_world_control.js
@@ -91,7 +91,7 @@ export default class PhysicsWorldControlSystem extends System {
*/
update(currentFrameDuration) {
- Engine.run(this.engine);
+ Engine.update(this.engine, currentFrameDuration);
}
};
diff --git a/lib/systems/reduce_velocity.js b/lib/systems/reduce_velocity.js
new file mode 100644
index 0000000..6521014
--- /dev/null
+++ b/lib/systems/reduce_velocity.js
@@ -0,0 +1,70 @@
+import { System } from '@serpentity/serpentity';
+
+import LimitedVelocityNode from '../nodes/limited_velocity';
+
+/**
+ * Reduces velocity if it exceeds threshold
+ *
+ * @extends {external:Serpentity.System}
+ * @class ReduceVelocitySystem
+ * @param {object} config a configuration object to extend.
+ */
+export default class ReduceVelocitySystem extends System {
+
+ constructor(config = {}) {
+
+ super();
+
+ /**
+ * The node collection of entities that have external force
+ *
+ * @property {external:Serpentity.NodeCollection} limitedVelocityEntities
+ * @instance
+ * @memberof ReduceVelocitySystem
+ */
+ this.limitedVelocityEntities = null;
+ }
+
+ /**
+ * Initializes system when added. Requests limited velocity nodes
+ *
+ * @function added
+ * @memberof ReduceVelocitySystem
+ * @instance
+ * @param {external:Serpentity.Engine} engine the serpentity engine to
+ * which we are getting added
+ */
+ added(engine) {
+
+ this.limitedVelocityEntities = engine.getNodes(LimitedVelocityNode);
+ }
+
+ /**
+ * Clears system resources when removed.
+ *
+ * @function removed
+ * @instance
+ * @memberof ReduceVelocitySystem
+ */
+ removed() {
+
+ this.limitedVelocityEntities = null;
+ }
+
+ /**
+ * Runs on every update of the loop. Checks current velocity and adjusts if necessary
+ *
+ * @function update
+ * @instance
+ * @param {Number} currentFrameDuration the duration of the current
+ * frame
+ * @memberof ReduceVelocitySystem
+ */
+ update(currentFrameDuration) {
+
+ for (const limitedVelocityEntity of this.limitedVelocityEntities) {
+ console.log(limitedVelocityEntity.body.body.velocity, limitedVelocityEntity.maxVelocity.maxVelocity);
+ }
+ }
+};
+
diff --git a/lib/systems/render.js b/lib/systems/render.js
index a2e3020..06d0e60 100644
--- a/lib/systems/render.js
+++ b/lib/systems/render.js
@@ -31,13 +31,13 @@ export default class RenderSystem extends System {
/**
* The pixi engine we will use to render
*
- * @property {external:PixiJs.Application} renderables
+ * @property {external:PixiJs.Application} application
* @instance
* @memberof RenderSystem
*/
- this._application = config.application;
+ this.application = config.application;
- if (!this._application) {
+ if (!this.application) {
throw new Error(internals.kNoPixiError);
}
}
@@ -57,11 +57,11 @@ export default class RenderSystem extends System {
this.renderables = engine.getNodes(RenderableNode);
this.renderables.on('nodeAdded', (event) => {
- this._application.stage.addChild(event.node.container.container);
+ this.application.stage.addChild(event.node.container.container);
});
this.renderables.on('nodeRemoved', (event) => {
- this._application.stage.removeChild(event.node.container.container);
+ this.application.stage.removeChild(event.node.container.container);
});
}