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"; /** * 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; 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(); } setScene(scene: Scene): void { this.scene = scene; } getScene(): Scene { return this.scene; } 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); } } // 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; }