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path: root/src/engine/systems/Render.ts
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import { System, SystemNames } from ".";
import {
  BoundingBox,
  Text,
  ComponentNames,
  Highlight,
  Renderable,
} from "../components";
import { Game } from "..";
import { clamp } from "../utils";
import { DrawArgs } from "../interfaces";

export class Render extends System {
  private ctx: CanvasRenderingContext2D;

  constructor(ctx: CanvasRenderingContext2D) {
    super(SystemNames.Render);
    this.ctx = ctx;
  }

  public update(dt: number, game: Game) {
    this.ctx.clearRect(0, 0, this.ctx.canvas.width, this.ctx.canvas.height);

    game.forEachEntityWithComponent(ComponentNames.Sprite, (entity) => {
      const sprite = entity.getComponent<Renderable>(ComponentNames.Sprite);
      sprite.update(dt);

      const boundingBox = entity.getComponent<BoundingBox>(
        ComponentNames.BoundingBox
      );

      // don't render if we're outside the screen
      if (
        clamp(
          boundingBox.center.y,
          -boundingBox.dimension.height / 2,
          this.ctx.canvas.height + boundingBox.dimension.height / 2
        ) != boundingBox.center.y ||
        clamp(
          boundingBox.center.x,
          -boundingBox.dimension.width / 2,
          this.ctx.canvas.width + boundingBox.dimension.width / 2
        ) != boundingBox.center.x
      ) {
        return;
      }

      const drawArgs: DrawArgs = {
        center: boundingBox.center,
        dimension: boundingBox.dimension,
        rotation: boundingBox.rotation,
      };
      if (entity.hasComponent(ComponentNames.Highlight)) {
        const highlight = entity.getComponent<Highlight>(
          ComponentNames.Highlight
        );
        drawArgs.tint = highlight.isHighlighted ? "red" : undefined;
      }
      if (entity.hasComponent(ComponentNames.Text)) {
        const text = entity.getComponent<Text>(ComponentNames.Text);
        drawArgs.backgroundText = {
          text: text.text,
          font: text.font,
          fillStyle: text.fillStyle,
          textAlign: text.textAlign,
        };
      }

      sprite.draw(this.ctx, drawArgs);
    });
  }
}