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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;
}
};
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