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Diffstat (limited to 'lib/systems/physics_to_attributes.js')
| -rw-r--r-- | lib/systems/physics_to_attributes.js | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/lib/systems/physics_to_attributes.js b/lib/systems/physics_to_attributes.js new file mode 100644 index 0000000..a49a16b --- /dev/null +++ b/lib/systems/physics_to_attributes.js @@ -0,0 +1,72 @@ +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; + } + } +}; |