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author | Logan Hunt <loganhunt@simponic.xyz> | 2022-04-02 16:04:13 -0600 |
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committer | Logan Hunt <loganhunt@simponic.xyz> | 2022-04-02 16:04:13 -0600 |
commit | 5a55b5fa0c678ff03842d2adec8543e754546718 (patch) | |
tree | 4f615829acc10045d81a9d553c757a14792bf81a /src/systems/gridSystem.js | |
parent | 4d34b0b4b890e957030fbf6e3c8e1d4a02d2a627 (diff) | |
download | bbiy-5a55b5fa0c678ff03842d2adec8543e754546718.tar.gz bbiy-5a55b5fa0c678ff03842d2adec8543e754546718.zip |
Grid system & simple physics
Diffstat (limited to 'src/systems/gridSystem.js')
-rw-r--r-- | src/systems/gridSystem.js | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/src/systems/gridSystem.js b/src/systems/gridSystem.js new file mode 100644 index 0000000..05ce17e --- /dev/null +++ b/src/systems/gridSystem.js @@ -0,0 +1,73 @@ +game.system.GridSystem = ({ xDim, yDim, canvasWidth, canvasHeight }) => { + const entitiesGrid = Array(yDim).fill(null).map(() => Array(xDim).fill(null).map(() => new Map())); + + const gridWidth = canvasWidth / xDim; + const gridHeight = canvasHeight / yDim; + + const gameCoordsToGrid = ({ x, y }) => { + return { x: Math.floor((x+gridWidth/2) / canvasWidth * xDim), y: Math.floor((y+gridHeight/2) / canvasHeight * yDim) }; + }; + + const gridCoordsToGame = ({ x, y }) => { + return { x: x * gridWidth, y: y * gridHeight }; + }; + + const rebuildGrid = (entities) => { + let changedIds = new Set(); + entities.map(entity => { + const { x, y } = entity.components.gridPosition; + if (!entitiesGrid[y][x].has(entity.id)) { + changedIds.add(entity.id); + } + }); + entitiesGrid.forEach((row) => row.forEach((entitiesInCell) => { + for (let id of entitiesInCell.keys()) { + if (changedIds.has(id)) { + entitiesInCell.delete(id); + } + } + })); + changedIds.forEach(id => { + const entity = entities[id]; + const { x, y } = entity.components.gridPosition; + entitiesGrid[y][x].set(entity.id, entity); + }); + } + + const update = (_elapsedTime, entities) => { + const gridEntities = Object.keys(entities).filter((x) => entities[x].hasComponent("gridPosition")).map((x) => entities[x]); + rebuildGrid(gridEntities); + gridEntities.map((entity) => { + if (entity.hasComponent("appearance")) { + entity.components.appearance.width = canvasWidth / xDim; + entity.components.appearance.height = canvasHeight / yDim; + } + if (entity.hasComponent("position")) { + const newGridCoords = gameCoordsToGrid(entity.components.position); + const oldGridCoords = entity.components.gridPosition; + if (!equivalence(newGridCoords, oldGridCoords)) { + const momentumVector = unitize({ + dx: newGridCoords.x - oldGridCoords.x, + dy: newGridCoords.y - oldGridCoords.y, + }); + + // TODO: Loop in momentum direction until we find an entity that does not have "push" component + entity.components.gridPosition.x = entity.components.gridPosition.x + momentumVector.dx; + entity.components.gridPosition.y = entity.components.gridPosition.y + momentumVector.dy; + + entity.components.position = { + ...entity.components.position, + ...gridCoordsToGame(entity.components.gridPosition) + }; + + if (entity.hasComponent("momentum")) { + entity.components.momentum.dx = 0; + entity.components.momentum.dy = 0; + } + } + } + }); + }; + + return { entitiesGrid, gameCoordsToGrid, gridCoordsToGame, update, gridWidth, gridHeight }; +};
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