Refactor backend to use commands

This commit is contained in:
Schmelczer András 2020-11-06 21:10:08 +01:00
commit 7cf33b9f1a
4 changed files with 144 additions and 156 deletions

View file

@ -4,19 +4,19 @@ import { BoundingBoxTree } from './bounding-box-tree';
import { Physical } from '../physicals/physical';
import { StaticPhysical } from '../physicals/static-physical';
import { DynamicPhysical } from '../physicals/dynamic-physical';
import {
GeneratesPoints,
generatesPoints,
} from '../../objects/capabilities/generates-points';
import { timeDependent } from '../../objects/capabilities/time-dependent';
import { Command, CommandReceiver } from 'shared';
export class PhysicalContainer {
export class PhysicalContainer extends CommandReceiver {
private isTreeInitialized = false;
private staticBoundingBoxesWaitList: Array<StaticPhysical> = [];
private staticBoundingBoxes = new BoundingBoxTree();
private dynamicBoundingBoxes = new BoundingBoxList();
private objects: Array<Physical> = [];
protected defaultCommandExecutor(c: Command) {
this.objects.forEach((o) => o.handleCommand(c));
}
public initialize() {
this.staticBoundingBoxes.build(this.staticBoundingBoxesWaitList);
this.isTreeInitialized = true;
@ -41,29 +41,10 @@ export class PhysicalContainer {
this.dynamicBoundingBoxes.remove(object);
}
public stepObjects(deltaTime: number) {
this.objects.forEach((o) => timeDependent(o) && o.step(deltaTime));
}
public resetRemoteCalls() {
this.objects.forEach((o) => o.gameObject.resetRemoteCalls());
}
public getPointsGenerated(): { decla: number; red: number } {
return this.objects
.filter((o) => generatesPoints(o))
.reduce(
(sum, o) => {
const { decla, red } = ((o as unknown) as GeneratesPoints).getPoints();
return {
decla: sum.decla + decla,
red: sum.red + red,
};
},
{ decla: 0, red: 0 },
);
}
public findIntersecting(box: BoundingBoxBase): Array<Physical> {
return [
...this.staticBoundingBoxes.findIntersecting(box),

View file

@ -1,10 +1,12 @@
import { vec2 } from 'gl-matrix';
import { exertsForce } from '../../objects/capabilities/exerts-force';
import { PlanetPhysical } from '../../objects/planet-physical';
import { Physical } from '../physicals/physical';
export const forceAtPosition = (position: vec2, objects: Array<Physical>) =>
objects.reduce(
(sum: vec2, o: Physical) =>
exertsForce(o) ? vec2.add(sum, sum, o.getForce(position)) : sum,
vec2.create(),
);
objects
.filter((o) => o instanceof PlanetPhysical)
.reduce(
(sum: vec2, o: Physical) =>
vec2.add(sum, sum, (o as PlanetPhysical).getForce(position)),
vec2.create(),
);

View file

@ -1,9 +1,9 @@
import { vec2 } from 'gl-matrix';
import { Circle, GameObject, rotate90Deg } from 'shared';
import { CirclePhysical } from '../../objects/circle-physical';
import { reactsToCollision } from '../../objects/capabilities/reacts-to-collision';
import { evaluateSdf } from './evaluate-sdf';
import { Physical } from '../physicals/physical';
import { ReactToCollisionCommand } from '../../commands/react-to-collision';
export const moveCircle = (
circle: CirclePhysical,
@ -43,13 +43,8 @@ export const moveCircle = (
if (ignoreCollision) {
circle.center = vec2.add(circle.center, circle.center, delta);
} else {
if (reactsToCollision(intersecting)) {
intersecting.onCollision(circle.gameObject);
}
if (reactsToCollision(circle)) {
circle.onCollision(intersecting.gameObject);
}
intersecting.handleCommand(new ReactToCollisionCommand(circle.gameObject));
circle.handleCommand(new ReactToCollisionCommand(intersecting.gameObject));
}
vec2.add(

View file

@ -1,8 +1,8 @@
import { vec2 } from 'gl-matrix';
import { GameObject } from 'shared';
import { CommandReceiver, GameObject } from 'shared';
import { BoundingBoxBase } from '../bounding-boxes/bounding-box-base';
export interface PhysicalBase {
export interface PhysicalBase extends CommandReceiver {
readonly canCollide: boolean;
readonly canMove: boolean;
readonly boundingBox: BoundingBoxBase;