avocado-old/packages/physics/traits/physical.trait.js
2019-04-21 21:43:19 -05:00

126 lines
2.6 KiB
JavaScript

import {compose} from '@avocado/core';
import {StateProperty, Trait} from '@avocado/entity';
import {Vector} from '@avocado/math';
import {BodyView} from '../body-view';
const decorate = compose(
StateProperty('addedToPhysics', {
track: true,
}),
);
export class Physical extends decorate(Trait) {
static defaultState() {
return {
addedToPhysics: true,
};
}
initialize() {
this._body = undefined;
this.bodyView = undefined;
this._world = undefined;
}
destroy() {
this.world = undefined;
}
addToWorld() {
const world = this._world;
if (world) {
const body = world.createBody(this.entity.shape);
world.associateBodyWithEntity(body, this.entity);
body.setCollisionForEntity(this.entity);
world.addBody(body);
this._body = body;
if (this.entity.is('visible') && this.entity.is('debuggable')) {
this.bodyView = new BodyView(body);
this.bodyView.position = Vector.scale(this.entity.position, -1);
this.bodyView.visible = this.entity.isDebugging;
this.bodyView.zIndex = 101;
this.entity.container.addChild(this.bodyView);
}
}
}
get body() {
return this._body;
}
removeFromWorld() {
if (this._world && this._body) {
this._world.removeBody(this._body);
}
this._body = undefined;
if (this.bodyView) {
if (this.entity.is('visible')) {
this.entity.container.removeChild(this.bodyView);
}
this.bodyView.destroy();
}
this.bodyView = undefined;
}
set world(world) {
this.removeFromWorld();
this._world = world;
this.addToWorld();
}
listeners() {
return {
addedToRoom: () => {
this.entity.world = this.entity.room.world;
},
addedToPhysicsChanged: () => {
if (this.entity.addedToPhysics) {
if (!this._body) {
this.addToWorld();
}
}
else {
if (this._body) {
this.removeFromWorld();
}
}
},
dying: () => {
this.entity.addedToPhysics = false;
},
positionChanged: () => {
if (this._body) {
const position = this.entity.position;
this._body.position = position;
}
},
};
}
methods() {
return {
applyForce: (force) => {
if (this._world && this._body) {
this._body.applyForce(force);
}
},
applyImpulse: (impulse, elapsed) => {
if (this._world && this._body) {
this._body.applyImpulse(impulse, elapsed);
}
},
}
}
}