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import { Grid as GridSystem, SystemNames, System } from ".";
import { Game } from "..";
import { ComponentNames, Grid, Interactable } from "../components";
import { Control } from "../components/Control";
import { Action, KeyConstants } from "../config";
import { Entity, Particles } from "../entities";
import { Coord2D, Direction } from "../interfaces";
import { colors } from "../utils";
export class Input extends System {
private keys: Set<string>;
private mousePosition: Coord2D;
constructor() {
super(SystemNames.Input);
this.keys = new Set();
this.mousePosition = { x: 0, y: 0 };
}
public clearKeys() {
this.keys.clear();
}
public keyPressed(key: string) {
this.keys.add(key);
}
public keyReleased(key: string) {
this.keys.delete(key);
}
public update(_dt: number, game: Game) {
game.forEachEntityWithComponent(ComponentNames.Control, (entity) =>
this.handleMovement(entity, game),
);
game.forEachEntityWithComponent(ComponentNames.Interactable, (entity) =>
this.handleInteraction(entity),
);
}
private handleInteraction(entity: Entity) {
const interactable = entity.getComponent<Interactable>(
ComponentNames.Interactable,
);
const interact = this.hasSomeKey(
KeyConstants.ActionKeys.get(Action.INTERACT),
);
if (!interact) {
return;
}
interactable.interact();
KeyConstants.ActionKeys.get(Action.INTERACT)!.forEach((key) =>
this.keyReleased(key),
);
}
public handleMovement(entity: Entity, game: Game) {
const controlComponent = entity.getComponent<Control>(
ComponentNames.Control,
);
if (!controlComponent.isControllable) return;
const hasGrid = entity.hasComponent(ComponentNames.Grid);
// TODO: check grid via controlComponent to notify entity of interaction
const [moveUp, moveLeft, moveRight, moveDown] = [
Action.MOVE_UP,
Action.MOVE_LEFT,
Action.MOVE_RIGHT,
Action.MOVE_DOWN,
].map((action) => this.hasSomeKey(KeyConstants.ActionKeys.get(action)));
if (!hasGrid) {
return;
}
const gridComponent = entity.getComponent<Grid>(ComponentNames.Grid)!;
if (gridComponent.movingDirection !== Direction.NONE) {
return;
}
if (moveUp) {
gridComponent.movingDirection = Direction.UP;
KeyConstants.ActionKeys.get(Action.MOVE_UP)!.forEach((key) =>
this.keyReleased(key),
);
} else if (moveLeft) {
gridComponent.movingDirection = Direction.LEFT;
KeyConstants.ActionKeys.get(Action.MOVE_LEFT)!.forEach((key) =>
this.keyReleased(key),
);
} else if (moveRight) {
gridComponent.movingDirection = Direction.RIGHT;
KeyConstants.ActionKeys.get(Action.MOVE_RIGHT)!.forEach((key) =>
this.keyReleased(key),
);
} else if (moveDown) {
gridComponent.movingDirection = Direction.DOWN;
KeyConstants.ActionKeys.get(Action.MOVE_DOWN)!.forEach((key) =>
this.keyReleased(key),
);
}
if (moveUp || moveLeft || moveRight || moveDown) {
const gridPosition = gridComponent.gridPosition;
const gridSystem = game.getSystem<GridSystem>(SystemNames.Grid);
const particles = new Particles({
center: gridSystem.gridToScreenPosition(gridPosition),
particleCount: 5,
particleShape: "circle",
particleMeanSpeed: 0.05,
particleSpeedVariance: 0.005,
particleMeanLife: 120,
particleMeanSize: 5,
particleSizeVariance: 2,
particleLifeVariance: 30,
particleColors: [colors.gray, colors.darkGray],
});
game.addEntity(particles);
}
entity.addComponent(gridComponent);
}
private hasSomeKey(keys?: string[]): boolean {
if (keys) {
return keys.some((key) => this.keys.has(key));
}
return false;
}
public setMousePosition(mousePosition: Coord2D) {
this.mousePosition = mousePosition;
}
public getMousePosition(): Coord2D {
return this.mousePosition;
}
}
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