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-rw-r--r--src/engine/systems/Grid.ts40
1 files changed, 20 insertions, 20 deletions
diff --git a/src/engine/systems/Grid.ts b/src/engine/systems/Grid.ts
index c504bfe..bb67a40 100644
--- a/src/engine/systems/Grid.ts
+++ b/src/engine/systems/Grid.ts
@@ -18,7 +18,7 @@ export class Grid extends System {
constructor(
{ width: columns, height: rows }: Dimension2D,
- dimension: Dimension2D,
+ dimension: Dimension2D
) {
super(SystemNames.Grid);
@@ -50,11 +50,11 @@ export class Grid extends System {
const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
const facingDirection = entity.getComponent<FacingDirection>(
- ComponentNames.FacingDirection,
+ ComponentNames.FacingDirection
)!;
const lookingAt = this.getNewGridPosition(
grid.gridPosition,
- facingDirection.currentDirection,
+ facingDirection.currentDirection
);
if (
facingDirection.currentDirection === Direction.NONE ||
@@ -66,14 +66,14 @@ export class Grid extends System {
this.grid[lookingAt.y][lookingAt.x].forEach((id) => {
highlightableEntities.push([id, facingDirection.currentDirection]);
});
- },
+ }
);
highlightableEntities.forEach(([id, direction]) => {
const entity = game.getEntity(id)!;
if (entity.hasComponent(ComponentNames.Highlight)) {
const highlight = entity.getComponent<Highlight>(
- ComponentNames.Highlight,
+ ComponentNames.Highlight
)!;
highlight.highlight(direction);
}
@@ -82,7 +82,7 @@ export class Grid extends System {
game.forEachEntityWithComponent(ComponentNames.Highlight, (entity) => {
if (!highlightableEntities.find(([id]) => id === entity.id)) {
const highlight = entity.getComponent<Highlight>(
- ComponentNames.Highlight,
+ ComponentNames.Highlight
)!;
highlight.unhighlight();
}
@@ -124,23 +124,23 @@ export class Grid extends System {
const { x, y } = nextGridPosition;
const entities = Array.from(this.grid[y][x]).map(
- (id) => game.getEntity(id)!,
+ (id) => game.getEntity(id)!
);
const collidingEntities = entities.filter((entity) =>
- entity.hasComponent(ComponentNames.Colliding),
+ entity.hasComponent(ComponentNames.Colliding)
);
if (collidingEntities.length > 0) {
// i.e. key going into a door or function going into an application
const allEntitiesInPreviousCellCanCollide = Array.from(
- this.grid[currentPosition.y][currentPosition.x],
+ this.grid[currentPosition.y][currentPosition.x]
)
.map((id) => game.getEntity(id)!)
.every((entity) =>
collidingEntities.every((collidingEntity) =>
- Collision.canCollide(entity.name, collidingEntity.name),
- ),
+ Collision.canCollide(entity.name, collidingEntity.name)
+ )
);
if (allEntitiesInPreviousCellCanCollide) {
break;
@@ -153,7 +153,7 @@ export class Grid extends System {
if (!entity.hasComponent(ComponentNames.Grid)) return false;
const { movingDirection } = entity.getComponent<GridComponent>(
- ComponentNames.Grid,
+ ComponentNames.Grid
)!;
const pushable = entity.hasComponent(ComponentNames.Pushable);
return movingDirection === Direction.NONE && pushable;
@@ -169,7 +169,7 @@ export class Grid extends System {
currentPosition = nextGridPosition;
nextGridPosition = this.getNewGridPosition(
nextGridPosition,
- movingDirection,
+ movingDirection
);
}
@@ -196,7 +196,7 @@ export class Grid extends System {
}
const boundingBox = entity.getComponent<BoundingBox>(
- ComponentNames.BoundingBox,
+ ComponentNames.BoundingBox
)!;
boundingBox.center = this.gridToScreenPosition(grid.gridPosition);
boundingBox.dimension = this.dimension;
@@ -210,7 +210,7 @@ export class Grid extends System {
private updateMovingEntities(
dt: number,
game: Game,
- velocity = PhysicsConstants.GRID_MOVEMENT_VELOCITY,
+ velocity = PhysicsConstants.GRID_MOVEMENT_VELOCITY
) {
game.forEachEntityWithComponent(ComponentNames.Grid, (entity) => {
const grid = entity.getComponent<GridComponent>(ComponentNames.Grid)!;
@@ -221,12 +221,12 @@ export class Grid extends System {
grid.previousDirection = grid.movingDirection;
const boundingBox = entity.getComponent<BoundingBox>(
- ComponentNames.BoundingBox,
+ ComponentNames.BoundingBox
)!;
const newGridPosition = this.getNewGridPosition(
grid.gridPosition,
- grid.movingDirection,
+ grid.movingDirection
);
if (this.isOutOfBounds(newGridPosition)) {
grid.movingDirection = Direction.NONE;
@@ -255,7 +255,7 @@ export class Grid extends System {
const passedCenter = this.isEntityPastCenterWhenMoving(
grid.movingDirection,
newGridPosition,
- nextPosition,
+ nextPosition
);
if (passedCenter) {
@@ -319,7 +319,7 @@ export class Grid extends System {
private isEntityPastCenterWhenMoving(
direction: Direction,
gridPosition: Coord2D,
- entityPosition: Coord2D,
+ entityPosition: Coord2D
) {
const { x, y } = this.gridToScreenPosition(gridPosition);
switch (direction) {
@@ -368,7 +368,7 @@ export class Grid extends System {
cell.delete(id);
}
}
- }),
+ })
);
movedEntities.forEach((id) => {
const entity = game.getEntity(id)!;