ShatteredSword/src/Nodes/GameNode.ts

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import InputReceiver from "../Input/InputReceiver";
import Vec2 from "../DataTypes/Vec2";
import Receiver from "../Events/Receiver";
import Emitter from "../Events/Emitter";
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import Scene from "../Scene/Scene";
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import Layer from "../Scene/Layer";
import { Physical, Positioned, isRegion, Unique, Updateable, Actor, AI } from "../DataTypes/Interfaces/Descriptors"
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import Shape from "../DataTypes/Shapes/Shape";
import Map from "../DataTypes/Map";
import AABB from "../DataTypes/Shapes/AABB";
import NavigationPath from "../Pathfinding/NavigationPath";
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/**
* The representation of an object in the game world
*/
export default abstract class GameNode implements Positioned, Unique, Updateable, Physical, Actor {
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/*---------- POSITIONED ----------*/
private _position: Vec2;
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/*---------- UNIQUE ----------*/
private _id: number;
/*---------- PHYSICAL ----------*/
hasPhysics: boolean;
moving: boolean;
onGround: boolean;
onWall: boolean;
onCeiling: boolean;
active: boolean;
collisionShape: Shape;
isStatic: boolean;
isCollidable: boolean;
isTrigger: boolean;
group: string;
triggers: Map<string>;
_velocity: Vec2;
sweptRect: AABB;
isPlayer: boolean;
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/*---------- ACTOR ----------*/
_ai: AI;
aiActive: boolean;
actorId: number;
path: NavigationPath;
pathfinding: boolean = false;
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protected input: InputReceiver;
protected receiver: Receiver;
protected emitter: Emitter;
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protected scene: Scene;
protected layer: Layer;
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constructor(){
this.input = InputReceiver.getInstance();
this._position = new Vec2(0, 0);
this._position.setOnChange(this.positionChanged);
this.receiver = new Receiver();
this.emitter = new Emitter();
}
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/*---------- POSITIONED ----------*/
get position(): Vec2 {
return this._position;
}
set position(pos: Vec2) {
this._position = pos;
this._position.setOnChange(this.positionChanged);
this.positionChanged();
}
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/*---------- UNIQUE ----------*/
get id(): number {
return this._id;
}
set id(id: number) {
// id can only be set once
if(this._id === undefined){
this._id = id;
} else {
throw "Attempted to assign id to object that already has id."
}
}
/*---------- PHYSICAL ----------*/
/**
* @param velocity The velocity with which to move the object.
*/
move = (velocity: Vec2): void => {
this.moving = true;
this._velocity = velocity;
};
/**
* @param velocity The velocity with which the object will move.
*/
finishMove = (): void => {
this.moving = false;
this.position.add(this._velocity);
if(this.pathfinding){
this.path.handlePathProgress(this);
}
}
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/**
* @param collisionShape The collider for this object. If this has a region (implements Region),
* it will be used when no collision shape is specified (or if collision shape is null).
* @param isCollidable Whether this is collidable or not. True by default.
* @param isStatic Whether this is static or not. False by default
*/
addPhysics = (collisionShape?: Shape, isCollidable: boolean = true, isStatic: boolean = false): void => {
this.hasPhysics = true;
this.moving = false;
this.onGround = false;
this.onWall = false;
this.onCeiling = false;
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this.active = true;
this.isCollidable = isCollidable;
this.isStatic = isStatic;
this.isTrigger = false;
this.group = "";
this.triggers = new Map();
this._velocity = Vec2.ZERO;
this.sweptRect = new AABB();
if(collisionShape){
this.collisionShape = collisionShape;
} else if (isRegion(this)) {
// If the gamenode has a region and no other is specified, use that
this.collisionShape = (<any>this).boundary.clone();
} else {
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throw "No collision shape specified for physics object."
}
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this.sweptRect = this.collisionShape.getBoundingRect();
this.scene.getPhysicsManager().registerObject(this);
}
/**
* @param group The name of the group that will activate the trigger
* @param eventType The type of this event to send when this trigger is activated
*/
addTrigger = (group: string, eventType: string): void => {
this.isTrigger = true;
this.triggers.add(group, eventType);
};
/*---------- 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;
}
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;
}
setAIActive(active: boolean): void {
this.aiActive = active;
}
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/*---------- GAME NODE ----------*/
/**
* Sets the scene for this object.
* @param scene The scene this object belongs to.
*/
setScene(scene: Scene): void {
this.scene = scene;
}
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/** Gets the scene this object is in. */
getScene(): Scene {
return this.scene;
}
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/**
* Sets the layer of this object.
* @param layer The layer this object will be on.
*/
setLayer(layer: Layer): void {
this.layer = layer;
}
/** Returns the layer this object is on. */
getLayer(): Layer {
return this.layer;
}
/**
* Called if the position vector is modified or replaced
*/
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// TODO - For some reason this isn't recognized in the child class
protected positionChanged = (): void => {
if(this.hasPhysics){
this.collisionShape.center = this.position;
}
};
abstract update(deltaT: number): void;
}