Refactor backend to use commands
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503c99cb1f
commit
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2 changed files with 144 additions and 156 deletions
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@ -1,10 +1,12 @@
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import { vec2 } from 'gl-matrix';
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import { exertsForce } from '../../objects/capabilities/exerts-force';
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import { PlanetPhysical } from '../../objects/planet-physical';
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import { Physical } from '../physicals/physical';
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export const forceAtPosition = (position: vec2, objects: Array<Physical>) =>
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objects.reduce(
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(sum: vec2, o: Physical) =>
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exertsForce(o) ? vec2.add(sum, sum, o.getForce(position)) : sum,
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vec2.create(),
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);
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objects
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.filter((o) => o instanceof PlanetPhysical)
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.reduce(
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(sum: vec2, o: Physical) =>
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vec2.add(sum, sum, (o as PlanetPhysical).getForce(position)),
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vec2.create(),
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);
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@ -1,9 +1,9 @@
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import { vec2 } from 'gl-matrix';
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import { Circle, GameObject, rotate90Deg } from 'shared';
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import { CirclePhysical } from '../../objects/circle-physical';
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import { reactsToCollision } from '../../objects/capabilities/reacts-to-collision';
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import { evaluateSdf } from './evaluate-sdf';
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import { Physical } from '../physicals/physical';
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import { ReactToCollisionCommand } from '../../commands/react-to-collision';
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export const moveCircle = (
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circle: CirclePhysical,
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@ -43,13 +43,8 @@ export const moveCircle = (
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if (ignoreCollision) {
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circle.center = vec2.add(circle.center, circle.center, delta);
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} else {
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if (reactsToCollision(intersecting)) {
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intersecting.onCollision(circle.gameObject);
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}
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if (reactsToCollision(circle)) {
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circle.onCollision(intersecting.gameObject);
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}
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intersecting.handleCommand(new ReactToCollisionCommand(circle.gameObject));
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circle.handleCommand(new ReactToCollisionCommand(intersecting.gameObject));
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}
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vec2.add(
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