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-rw-r--r--lib/systems/apply_force.js97
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diff --git a/lib/systems/apply_force.js b/lib/systems/apply_force.js
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+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;
+ }
+ }
+};
+