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Diffstat (limited to 'lib/systems/apply_force.js')
| -rw-r--r-- | lib/systems/apply_force.js | 97 |
1 files changed, 97 insertions, 0 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; + } + } +}; + |