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import { System } from '@serpentity/serpentity';
import PhysicalWithAttributesNode from '../nodes/physical_with_attributes';
import Config from '../config';
/**
* 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 * Config.meterSize;
physicalEntity.position.y = physicalEntity.body.body.position.y * Config.meterSize;
physicalEntity.angle.angle = physicalEntity.body.body.angle;
}
}
}
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