ShatteredSword/src/Nodes/GameNode.ts

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import EventQueue from "../Events/EventQueue";
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";
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/**
* The representation of an object in the game world
*/
export default abstract class GameNode {
protected input: InputReceiver;
protected position: Vec2;
protected receiver: Receiver;
protected emitter: Emitter;
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protected scene: Scene;
protected layer: Layer;
constructor(){
this.input = InputReceiver.getInstance();
this.position = new Vec2(0, 0);
this.receiver = new Receiver();
this.emitter = new Emitter();
}
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setScene(scene: Scene): void {
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this.scene = scene;
}
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getScene(): Scene {
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return this.scene;
}
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setLayer(layer: Layer): void {
this.layer = layer;
}
getLayer(): Layer {
return this.layer;
}
getPosition(): Vec2 {
return this.position;
}
setPosition(vecOrX: Vec2 | number, y: number = null): void {
if(vecOrX instanceof Vec2){
this.position.set(vecOrX.x, vecOrX.y);
} else {
this.position.set(vecOrX, y);
}
}
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// TODO - This doesn't seem ideal. Is there a better way to do this?
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protected getViewportOriginWithParallax(): Vec2 {
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return this.scene.getViewport().getPosition().clone().mult(this.layer.getParallax());
}
abstract update(deltaT: number): void;
}