2020-08-07 12:21:15 -04:00
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import Vec2 from "../DataTypes/Vec2";
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2020-08-10 13:19:59 -04:00
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import Receiver from "../Events/Receiver";
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import Emitter from "../Events/Emitter";
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2020-09-06 18:07:09 -04:00
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import Scene from "../Scene/Scene";
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2020-09-05 00:04:14 -04:00
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import Layer from "../Scene/Layer";
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import AI from "../DataTypes/Interfaces/AI";
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import Physical from "../DataTypes/Interfaces/Physical";
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import Positioned from "../DataTypes/Interfaces/Positioned";
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import { isRegion } from "../DataTypes/Interfaces/Region";
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import Unique from "../DataTypes/Interfaces/Unique";
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import Updateable from "../DataTypes/Interfaces/Updateable";
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import DebugRenderable from "../DataTypes/Interfaces/DebugRenderable";
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import Actor from "../DataTypes/Interfaces/Actor";
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import Shape from "../DataTypes/Shapes/Shape";
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import AABB from "../DataTypes/Shapes/AABB";
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import NavigationPath from "../Pathfinding/NavigationPath";
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import TweenController from "../Rendering/Animations/TweenController";
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import Debug from "../Debug/Debug";
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import Color from "../Utils/Color";
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import Circle from "../DataTypes/Shapes/Circle";
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2020-08-07 12:21:15 -04:00
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2020-09-13 20:57:28 -04:00
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/**
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* The representation of an object in the game world.
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* To construct GameNodes, see the @reference[Scene] documentation.
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2020-09-13 20:57:28 -04:00
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*/
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2020-12-21 12:32:32 -05:00
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export default abstract class GameNode implements Positioned, Unique, Updateable, Physical, Actor, DebugRenderable {
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/*---------- POSITIONED ----------*/
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private _position: Vec2;
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/*---------- UNIQUE ----------*/
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private _id: number;
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/*---------- PHYSICAL ----------*/
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hasPhysics: boolean = false;
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moving: boolean = false;
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onGround: boolean = false;
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onWall: boolean = false;
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onCeiling: boolean = false;
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active: boolean = false;
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collisionShape: Shape;
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colliderOffset: Vec2;
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isStatic: boolean;
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isCollidable: boolean;
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isTrigger: boolean;
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triggerMask: number;
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triggerEnters: Array<string>;
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triggerExits: Array<string>;
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_velocity: Vec2;
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sweptRect: AABB;
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collidedWithTilemap: boolean;
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group: number;
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isPlayer: boolean;
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isColliding: boolean = false;
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/*---------- ACTOR ----------*/
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_ai: AI;
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aiActive: boolean;
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path: NavigationPath;
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pathfinding: boolean = false;
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/*---------- GENERAL ----------*/
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/** An event receiver. */
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protected receiver: Receiver;
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/** An event emitter. */
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protected emitter: Emitter;
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/** A reference to the scene this GameNode is a part of. */
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protected scene: Scene;
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/** The visual layer this GameNode resides in. */
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protected layer: Layer;
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/** A utility that allows the use of tweens on this GameNode */
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tweens: TweenController;
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/** A tweenable property for rotation. Does not affect the bounding box of this GameNode - Only rendering. */
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rotation: number;
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/** The opacity value of this GameNode */
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abstract set alpha(a: number);
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abstract get alpha(): number;
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// Constructor docs are ignored, as the user should NOT create new GameNodes with a raw constructor
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constructor(){
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this._position = new Vec2(0, 0);
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this._position.setOnChange(() => this.positionChanged());
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this.receiver = new Receiver();
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this.emitter = new Emitter();
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this.tweens = new TweenController(this);
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this.rotation = 0;
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}
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destroy(){
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this.tweens.destroy();
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this.receiver.destroy();
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if(this.hasPhysics){
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this.removePhysics();
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}
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if(this._ai){
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this._ai.destroy();
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delete this._ai;
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this.scene.getAIManager().removeActor(this);
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}
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this.scene.remove(this);
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this.layer.removeNode(this);
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}
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/*---------- POSITIONED ----------*/
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get position(): Vec2 {
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return this._position;
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}
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set position(pos: Vec2) {
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this._position = pos;
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this._position.setOnChange(() => this.positionChanged());
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this.positionChanged();
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}
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get relativePosition(): Vec2 {
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return this.inRelativeCoordinates(this.position);
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}
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/**
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* Converts a point to coordinates relative to the zoom and origin of this node
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* @param point The point to conver
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* @returns A new Vec2 representing the point in relative coordinates
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*/
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inRelativeCoordinates(point: Vec2): Vec2 {
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let origin = this.scene.getViewTranslation(this);
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let zoom = this.scene.getViewScale();
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return point.clone().sub(origin).scale(zoom);
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}
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/*---------- UNIQUE ----------*/
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get id(): number {
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return this._id;
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}
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set id(id: number) {
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// id can only be set once
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if(this._id === undefined){
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this._id = id;
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} else {
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throw "Attempted to assign id to object that already has id."
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}
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}
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/*---------- PHYSICAL ----------*/
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// @implemented
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/**
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* @param velocity The velocity with which to move the object.
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*/
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move(velocity: Vec2): void {
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this.moving = true;
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this._velocity = velocity;
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};
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moveOnPath(speed: number, path: NavigationPath): void {
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this.path = path;
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let dir = path.getMoveDirection(this);
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this.moving = true;
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this.pathfinding = true;
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this._velocity = dir.scale(speed);
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}
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// @implemented
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/**
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* @param velocity The velocity with which the object will move.
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*/
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finishMove(): void {
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this.moving = false;
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this.position.add(this._velocity);
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if(this.pathfinding){
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this.path.handlePathProgress(this);
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this.path = null;
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this.pathfinding = false;
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}
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}
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// @implemented
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/**
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* @param collisionShape The collider for this object. If this has a region (implements Region),
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* it will be used when no collision shape is specified (or if collision shape is null).
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* @param isCollidable Whether this is collidable or not. True by default.
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* @param isStatic Whether this is static or not. False by default
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*/
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addPhysics(collisionShape?: Shape, colliderOffset?: Vec2, isCollidable: boolean = true, isStatic: boolean = false): void {
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// Initialize the physics variables
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this.hasPhysics = true;
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this.moving = false;
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this.onGround = false;
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this.onWall = false;
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this.onCeiling = false;
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this.active = true;
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this.isCollidable = isCollidable;
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this.isStatic = isStatic;
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this.isTrigger = false;
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this.triggerMask = 0;
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this.triggerEnters = new Array(32);
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this.triggerExits = new Array(32);
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this._velocity = Vec2.ZERO;
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this.sweptRect = new AABB();
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this.collidedWithTilemap = false;
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this.group = -1; // The default group, collides with everything
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// Set the collision shape if provided, or simply use the the region if there is one.
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if(collisionShape){
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this.collisionShape = collisionShape;
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this.collisionShape.center = this.position;
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} else if (isRegion(this)) {
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// If the gamenode has a region and no other is specified, use that
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this.collisionShape = (<any>this).boundary.clone();
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} else {
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throw "No collision shape specified for physics object."
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}
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// If we were provided with a collider offset, set it. Otherwise there is no offset, so use the zero vector
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if(colliderOffset){
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this.colliderOffset = colliderOffset;
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} else {
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this.colliderOffset = Vec2.ZERO;
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}
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// Initialize the swept rect
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this.sweptRect = this.collisionShape.getBoundingRect();
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// Register the object with physics
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this.scene.getPhysicsManager().registerObject(this);
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}
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/** Removes this object from the physics system */
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removePhysics(): void {
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// Nullify all physics fields
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this.hasPhysics = false;
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this.moving = false;
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this.onGround = false;
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this.onWall = false;
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this.onCeiling = false;
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this.active = false;
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this.isCollidable = false;
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this.isStatic = false;
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this.isTrigger = false;
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this.triggerMask = 0;
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this.triggerEnters = null;
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this.triggerExits = null;
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this._velocity = Vec2.ZERO;
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this.sweptRect = null;
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this.collidedWithTilemap = false;
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this.group = -1;
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this.collisionShape = null;
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this.colliderOffset = Vec2.ZERO;
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this.sweptRect = null;
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// Remove this from the physics manager
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this.scene.getPhysicsManager().deregisterObject(this);
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}
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/** Prevents this object from participating in all collisions and triggers. It can still move. */
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disablePhysics(): void {
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this.active = false;
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}
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/** Enables this object to participate in collisions and triggers. This is only necessary if disablePhysics was called */
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enablePhysics(): void {
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this.active = true;
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}
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/**
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* Sets the collider for this GameNode
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* @param collider The new collider to use
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*/
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setCollisionShape(collider: Shape): void {
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this.collisionShape = collider;
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this.collisionShape.center.copy(this.position);
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}
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// @implemented
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/**
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* Sets this object to be a trigger for a specific group
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* @param group The name of the group that activates the trigger
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* @param onEnter The name of the event to send when this trigger is activated
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* @param onExit The name of the event to send when this trigger stops being activated
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*/
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setTrigger(group: string, onEnter: string, onExit: string): void {
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// Make this object a trigger
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this.isTrigger = true;
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// Get the number of the physics layer
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let layerNumber = this.scene.getPhysicsManager().getGroupNumber(group);
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if(layerNumber === 0){
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console.warn(`Trigger for GameNode ${this.id} not set - group "${group}" was not recognized by the physics manager.`);
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return;
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}
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// Add this to the trigger mask
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this.triggerMask |= layerNumber;
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// Layer numbers are bits, so get which bit it is
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let index = Math.log2(layerNumber);
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// Set the event names
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this.triggerEnters[index] = onEnter;
|
|
|
|
this.triggerExits[index] = onExit;
|
2020-10-25 17:46:43 -04:00
|
|
|
};
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
// @implemented
|
|
|
|
/**
|
2021-03-18 17:28:05 -04:00
|
|
|
* @param group The physics group this node should belong to
|
2021-01-05 11:31:17 -05:00
|
|
|
*/
|
2021-03-18 17:28:05 -04:00
|
|
|
setGroup(group: string): void {
|
|
|
|
this.scene.getPhysicsManager().setGroup(this, group);
|
2020-11-16 11:02:45 -05:00
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
// @implemened
|
2020-12-22 13:18:10 -05:00
|
|
|
getLastVelocity(): Vec2 {
|
|
|
|
return this._velocity;
|
|
|
|
}
|
|
|
|
|
2020-11-04 14:03:52 -05:00
|
|
|
/*---------- ACTOR ----------*/
|
|
|
|
get ai(): AI {
|
|
|
|
return this._ai;
|
|
|
|
}
|
|
|
|
|
|
|
|
set ai(ai: AI) {
|
|
|
|
if(!this._ai){
|
|
|
|
// If we haven't been previously had an ai, register us with the ai manager
|
|
|
|
this.scene.getAIManager().registerActor(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
this._ai = ai;
|
|
|
|
this.aiActive = true;
|
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
// @implemented
|
2020-11-04 14:03:52 -05:00
|
|
|
addAI<T extends AI>(ai: string | (new () => T), options?: Record<string, any>): void {
|
|
|
|
if(!this._ai){
|
|
|
|
this.scene.getAIManager().registerActor(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(typeof ai === "string"){
|
|
|
|
this._ai = this.scene.getAIManager().generateAI(ai);
|
|
|
|
} else {
|
|
|
|
this._ai = new ai();
|
|
|
|
}
|
|
|
|
|
|
|
|
this._ai.initializeAI(this, options);
|
|
|
|
|
|
|
|
this.aiActive = true;
|
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
// @implemented
|
2021-02-19 15:35:57 -05:00
|
|
|
setAIActive(active: boolean, options: Record<string, any>): void {
|
2020-11-04 14:03:52 -05:00
|
|
|
this.aiActive = active;
|
2021-03-04 19:10:41 -05:00
|
|
|
if(this.aiActive){
|
|
|
|
this.ai.activate(options);
|
|
|
|
}
|
2020-11-04 14:03:52 -05:00
|
|
|
}
|
|
|
|
|
2020-11-29 19:49:04 -05:00
|
|
|
/*---------- TWEENABLE PROPERTIES ----------*/
|
|
|
|
set positionX(value: number) {
|
|
|
|
this.position.x = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
set positionY(value: number) {
|
|
|
|
this.position.y = value;
|
|
|
|
}
|
|
|
|
|
|
|
|
abstract set scaleX(value: number);
|
|
|
|
|
|
|
|
abstract set scaleY(value: number);
|
|
|
|
|
2020-10-25 17:46:43 -04:00
|
|
|
/*---------- GAME NODE ----------*/
|
|
|
|
/**
|
|
|
|
* Sets the scene for this object.
|
|
|
|
* @param scene The scene this object belongs to.
|
|
|
|
*/
|
|
|
|
setScene(scene: Scene): void {
|
|
|
|
this.scene = scene;
|
2020-08-10 19:13:42 -04:00
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
/**
|
|
|
|
* Gets the scene this object is in.
|
|
|
|
* @returns The scene this object belongs to
|
|
|
|
*/
|
2020-10-25 17:46:43 -04:00
|
|
|
getScene(): Scene {
|
|
|
|
return this.scene;
|
2020-09-28 18:57:02 -04:00
|
|
|
}
|
|
|
|
|
2020-10-25 17:46:43 -04:00
|
|
|
/**
|
|
|
|
* Sets the layer of this object.
|
|
|
|
* @param layer The layer this object will be on.
|
|
|
|
*/
|
|
|
|
setLayer(layer: Layer): void {
|
|
|
|
this.layer = layer;
|
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
/**
|
|
|
|
* Returns the layer this object is on.
|
|
|
|
* @returns This layer this object is on.
|
|
|
|
*/
|
2020-10-25 17:46:43 -04:00
|
|
|
getLayer(): Layer {
|
|
|
|
return this.layer;
|
2020-09-28 18:57:02 -04:00
|
|
|
}
|
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
/** Called if the position vector is modified or replaced */
|
2020-11-18 10:57:55 -05:00
|
|
|
protected positionChanged(): void {
|
2021-02-19 15:35:57 -05:00
|
|
|
if(this.collisionShape){
|
|
|
|
if(this.colliderOffset){
|
|
|
|
this.collisionShape.center = this.position.clone().add(this.colliderOffset);
|
|
|
|
} else {
|
|
|
|
this.collisionShape.center = this.position.clone();
|
|
|
|
}
|
|
|
|
|
2020-10-25 17:46:43 -04:00
|
|
|
}
|
|
|
|
};
|
2020-09-28 18:57:02 -04:00
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
/**
|
|
|
|
* Updates this GameNode
|
|
|
|
* @param deltaT The timestep of the update.
|
|
|
|
*/
|
2020-11-29 19:49:04 -05:00
|
|
|
update(deltaT: number): void {
|
2021-02-05 13:56:56 -05:00
|
|
|
// Defer event handling to AI.
|
|
|
|
while(this.receiver.hasNextEvent()){
|
|
|
|
this._ai.handleEvent(this.receiver.getNextEvent());
|
|
|
|
}
|
2020-11-29 19:49:04 -05:00
|
|
|
}
|
2020-12-21 12:32:32 -05:00
|
|
|
|
2021-01-05 11:31:17 -05:00
|
|
|
// @implemented
|
2020-12-21 12:32:32 -05:00
|
|
|
debugRender(): void {
|
2021-02-05 13:56:56 -05:00
|
|
|
// Draw the position of this GameNode
|
|
|
|
Debug.drawPoint(this.relativePosition, Color.BLUE);
|
2020-12-21 12:32:32 -05:00
|
|
|
|
|
|
|
// If velocity is not zero, draw a vector for it
|
|
|
|
if(this._velocity && !this._velocity.isZero()){
|
2021-02-05 13:56:56 -05:00
|
|
|
Debug.drawRay(this.relativePosition, this._velocity.clone().scaleTo(20).add(this.relativePosition), Color.BLUE);
|
2020-12-22 13:18:10 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
// If this has a collider, draw it
|
2021-02-19 15:35:57 -05:00
|
|
|
if(this.collisionShape){
|
2021-02-05 13:56:56 -05:00
|
|
|
let color = this.isColliding ? Color.RED : Color.GREEN;
|
|
|
|
|
|
|
|
if(this.isTrigger){
|
2021-02-19 15:35:57 -05:00
|
|
|
color = Color.MAGENTA;
|
2021-02-05 13:56:56 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
color.a = 0.2;
|
2021-02-19 15:35:57 -05:00
|
|
|
|
|
|
|
if(this.collisionShape instanceof AABB){
|
|
|
|
Debug.drawBox(this.inRelativeCoordinates(this.collisionShape.center), this.collisionShape.halfSize.scaled(this.scene.getViewScale()), true, color);
|
|
|
|
} else if(this.collisionShape instanceof Circle){
|
|
|
|
Debug.drawCircle(this.inRelativeCoordinates(this.collisionShape.center), this.collisionShape.hw*this.scene.getViewScale(), true, color);
|
|
|
|
}
|
2020-12-21 12:32:32 -05:00
|
|
|
}
|
|
|
|
}
|
2020-11-29 19:49:04 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
export enum TweenableProperties{
|
|
|
|
posX = "positionX",
|
|
|
|
posY = "positionY",
|
|
|
|
scaleX = "scaleX",
|
|
|
|
scaleY = "scaleY",
|
2020-12-01 14:04:24 -05:00
|
|
|
rotation = "rotation",
|
|
|
|
alpha = "alpha"
|
2020-08-07 12:21:15 -04:00
|
|
|
}
|