Refactor backend to use commands

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

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(