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import { System } from '@serpentity/serpentity';
import { SAT } from 'matter-js';
import BodyComponent from '../components/body';
import PointsColliderNode from '../nodes/points_collider';
import PointsNode from '../nodes/points';
/**
* Handles grabbing between entities
*
* @extends {external:Serpentity.System}
* @class DetectPointsCollisionSystem
* @param {object} config a configuration object to extend.
*/
export default class DetectPointsCollisionSystem extends System {
constructor(config = {}) {
super();
/**
* The collection of points colliders
*
* @property {external:Serpentity.NodeCollection} pointsColliders
* @instance
* @memberof DetectPointsCollisionSystem
*/
this.pointsColliders = null;
/**
* The collection of points keepers
*
* @property {external:Serpentity.NodeCollection} pointsKeepers
* @instance
* @memberof DetectPointsCollisionSystem
*/
this.pointsKeepers = null;
}
/**
* Initializes system when added. Requests points colliders and points
* accumulators
*
* @function added
* @memberof DetectPointsCollisionSystem
* @instance
* @param {external:Serpentity.Engine} engine the serpentity engine to
* which we are getting added
*/
added(engine) {
this.pointsCollider = engine.getNodes(PointsColliderNode);
this.pointsKeepers = engine.getNodes(PointsNode);
}
/**
* Clears system resources when removed.
*
* @function removed
* @instance
* @memberof DetectPointsCollisionSystem
*/
removed() {
this.pointsCollider = null;
this.pointsKeepers = null;
}
/**
* Runs on every update of the loop. Triggers grab and manages cooldown
*
* @function update
* @instance
* @param {Number} currentFrameDuration the duration of the current
* frame
* @memberof DetectPointsCollisionSystem
*/
update(currentFrameDuration) {
const points = {};
for (const collider of this.pointsCollider) {
const collisionTargetBody = collider.pointsCollider.collisionTarget.getComponent(BodyComponent);
const pointsTarget = collider.pointsCollider.pointsTarget;
if (collisionTargetBody) {
const collision = SAT.collides(collider.body.body, collisionTargetBody.body);
if (collision.collided) {
points[pointsTarget] = (points[pointsTarget] || 0) + 1;
}
}
}
for (const pointsKeeper of this.pointsKeepers) {
for (const pointsLabel of Object.keys(points)) {
pointsKeeper.points[pointsLabel] = (pointsKeeper.points[pointsLabel] || 0) + points[pointsLabel];
}
}
}
}
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