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"; import Scene from "../Scene/Scene"; import Layer from "../Scene/Layer"; import { Positioned, Unique } from "../DataTypes/Interfaces/Descriptors" /** * The representation of an object in the game world */ export default abstract class GameNode implements Positioned, Unique { protected input: InputReceiver; private _position: Vec2; protected receiver: Receiver; protected emitter: Emitter; protected scene: Scene; protected layer: Layer; private id: number; constructor(){ this.input = InputReceiver.getInstance(); this._position = new Vec2(0, 0); this._position.setOnChange(this.positionChanged); this.receiver = new Receiver(); this.emitter = new Emitter(); } setScene(scene: Scene): void { this.scene = scene; } getScene(): Scene { return this.scene; } setLayer(layer: Layer): void { this.layer = layer; } getLayer(): Layer { return this.layer; } get position(): Vec2 { return this._position; } set position(pos: Vec2) { this._position = pos; this._position.setOnChange(this.positionChanged); this.positionChanged(); } getPosition(): Vec2 { return this._position.clone(); } 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); } } setId(id: number): void { this.id = id; } getId(): number { return this.id; } /** * Called if the position vector is modified or replaced */ protected positionChanged(){} // TODO - This doesn't seem ideal. Is there a better way to do this? protected getViewportOriginWithParallax(): Vec2 { return this.scene.getViewport().getPosition().clone().mult(this.layer.getParallax()); } abstract update(deltaT: number): void; }