encompass-cs-docs/content/pong/draw_paddle/initialize_world.md

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2019-05-23 19:54:38 +00:00
---
title: "Initializing the World"
date: 2019-05-23T12:06:18-07:00
weight: 15
---
It's time to put it all together.
Let's look at our **game/game.ts** file. The *load* method looks like this:
```ts
public load() {
this.canvas = love.graphics.newCanvas();
const world_builder = new WorldBuilder();
// ADD YOUR ENGINES HERE...
// ADD YOUR RENDERERS HERE...
// ADD YOUR STARTING ENTITIES HERE...
this.world = world_builder.build();
}
```
Let's do as the helpful file asks, eh?
```ts
import { CanvasRenderer } from "./renderers/canvas";
...
export class Game {
...
public load() {
this.canvas = love.graphics.newCanvas();
const world_builder = new WorldBuilder();
// ADD YOUR ENGINES HERE...
// ADD YOUR RENDERERS HERE...
world_builder.add_renderer(CanvasRenderer);
// ADD YOUR STARTING ENTITIES HERE...
this.world = world_builder.build();
}
...
```
Now our CanvasRenderer will exist in the world. We only have two things left to do: create a Canvas that contains our paddle visuals, and put it on an Entity.
Let's tell the World Builder that we want a new Entity. This will be our paddle Entity.
```ts
const paddle_entity = world_builder.create_entity();
```
Let's set up our paddle Canvas.
```ts
const width = 4;
const height = 8;
const paddle_canvas = love.graphics.newCanvas(4, 8);
love.graphics.setCanvas(paddle_canvas);
love.graphics.setBlendMode("alpha");
love.graphics.setColor(1, 1, 1, 1);
love.graphics.rectangle("fill", 0, 0, length, 2);
love.graphics.setCanvas();
```
All we're doing here is setting up a Canvas and filling it with a white rectangle. If you want to break this down more, go ahead and read the [love.graphics documentation](https://love2d.org/wiki/love.graphics).
Now we need to attach the canvas to the CanvasComponent.
```ts
const canvas_component = paddle_entity.add_component(CanvasComponent);
canvas_component.canvas = paddle_canvas;
canvas_component.x_scale = 1;
canvas_component.y_scale = 1;
```
Finally, let's set up its position.
```ts
const position_component = paddle_entity.add_component(PositionComponent);
position_component.x = 40;
position_component.y = 40;
```
Our final **game/game.ts** should look like this:
```ts
import { World, WorldBuilder } from "encompass-ecs";
import { CanvasComponent } from "./components/canvas";
import { PositionComponent } from "./components/position";
import { CanvasRenderer } from "./renderers/canvas";
export class Game {
private world: World;
private canvas: Canvas;
public load() {
this.canvas = love.graphics.newCanvas();
const world_builder = new WorldBuilder();
// ADD YOUR ENGINES HERE...
// ADD YOUR RENDERERS HERE...
world_builder.add_renderer(CanvasRenderer);
// ADD YOUR STARTING ENTITIES HERE...
const paddle_entity = world_builder.create_entity();
const width = 4;
const height = 8;
const paddle_canvas = love.graphics.newCanvas(width, height);
love.graphics.setCanvas(paddle_canvas);
love.graphics.setBlendMode("alpha");
love.graphics.setColor(1, 1, 1, 1);
love.graphics.rectangle("fill", 0, 0, width, height);
love.graphics.setCanvas();
const canvas_component = paddle_entity.add_component(CanvasComponent);
canvas_component.canvas = paddle_canvas;
canvas_component.x_scale = 1;
canvas_component.y_scale = 1;
const position_component = paddle_entity.add_component(PositionComponent);
position_component.x = 40;
position_component.y = 40;
this.world = world_builder.build();
}
public update(dt: number) {
this.world.update(dt);
}
public draw() {
love.graphics.clear();
love.graphics.setCanvas(this.canvas);
love.graphics.clear();
this.world.draw();
love.graphics.setCanvas();
love.graphics.setBlendMode("alpha", "premultiplied");
love.graphics.setColor(1, 1, 1, 1);
love.graphics.draw(this.canvas);
}
}
```
Let's run the game!!