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path: root/lib/systems/detect_points_collision.js
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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];
      }
    }
  }
};