more detailed collision code
parent
96699a289e
commit
20fb9e93c0
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@ -27,7 +27,14 @@ export class CollisionDispatchEngine extends Engine {
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case CollisionType.ball:
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case CollisionType.ball:
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switch (collision_message.collision_type_two) {
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switch (collision_message.collision_type_two) {
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case CollisionType.paddle: {
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case CollisionType.paddle: {
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// an exercise for the reader ;)
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const message = this.emit_message(BallPaddleCollisionMessage);
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message.ball_entity = collision_message.entity_one;
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message.paddle_entity = collision_message.entity_two;
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message.ball_new_x = collision_message.entity_one_new_x;
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message.ball_new_y = collision_message.entity_one_new_y;
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message.normal = collision_message.collision_data.normal;
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message.touch = collision_message.collision_data.touch;
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break;
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}
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}
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case CollisionType.wall: {
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case CollisionType.wall: {
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@ -46,7 +53,14 @@ export class CollisionDispatchEngine extends Engine {
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case CollisionType.paddle: {
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case CollisionType.paddle: {
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switch (collision_message.collision_type_two) {
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switch (collision_message.collision_type_two) {
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case CollisionType.wall: {
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case CollisionType.wall: {
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// another exercise for the reader ;)
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const message = this.emit_message(PaddleWallCollisionMessage);
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message.paddle_entity = collision_message.entity_one;
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message.paddle_new_x = collision_message.entity_one_new_x;
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message.paddle_new_y = collision_message.entity_one_new_y;
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message.wall_entity = collision_message.entity_two;
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message.normal = collision_message.collision_data.normal;
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message.touch = collision_message.collision_data.touch;
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break;
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}
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}
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}
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}
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}
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}
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@ -56,9 +70,9 @@ export class CollisionDispatchEngine extends Engine {
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}
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}
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```
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```
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Now we are emitting a BallWallCollisionMessage every time a ball collides with a wall. Why don't you try filling in the other collision messages yourself?
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Now we are emitting proper collision messages every time an entity collides with another.
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Don't forget to add it in **game.ts**
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Don't forget to add our new engine in **game.ts**
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```ts
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```ts
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world_builder.add_engine(CollisionDispatchEngine);
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world_builder.add_engine(CollisionDispatchEngine);
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@ -69,3 +83,5 @@ Clever readers have probably noticed that this is a bit of an awkward structure.
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What you really want to do, fundamentally, is map two collision types, independent of order, to a message emitting function. You'll probably need to implement a custom data structure to do this cleanly. It's very much outside of the scope of this tutorial for me to do this, but I wish you luck!
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What you really want to do, fundamentally, is map two collision types, independent of order, to a message emitting function. You'll probably need to implement a custom data structure to do this cleanly. It's very much outside of the scope of this tutorial for me to do this, but I wish you luck!
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{{% /notice %}}
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{{% /notice %}}
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Next, we'll make our game actually do things in response to these messages.
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@ -88,3 +88,35 @@ export class UpdateVelocityEngine extends ComponentModifier {
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}
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}
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}
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}
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```
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```
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Our BallPaddleCollisionEngine will behave the exact same way. Why don't you try to fill it in yourself?
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Finally, we want to make sure our paddles don't go past the game boundary.
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```ts
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import { Emits, Engine, Reads } from "encompass-ecs";
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import { BoundingBoxComponent } from "game/components/bounding_box";
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import { PositionComponent } from "game/components/position";
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import { PaddleWallCollisionMessage } from "game/messages/collisions/paddle_wall";
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import { UpdatePositionMessage } from "game/messages/update_position";
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@Reads(PaddleWallCollisionMessage)
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@Emits(UpdatePositionMessage)
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export class PaddleWallCollisionEngine extends Engine {
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public update() {
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for (const message of this.read_messages(PaddleWallCollisionMessage).values()) {
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const paddle_position = message.paddle_entity.get_component(PositionComponent);
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const paddle_bounding_box = message.paddle_entity.get_component(BoundingBoxComponent);
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const x_distance = Math.abs(message.paddle_new_x - (message.touch.x + paddle_bounding_box.width * 0.5));
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const y_distance = Math.abs(message.paddle_new_y - (message.touch.y + paddle_bounding_box.height * 0.5));
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const position_message = this.emit_component_message(UpdatePositionMessage, paddle_position);
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position_message.x_delta = message.normal.x * x_distance;
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position_message.y_delta = message.normal.y * y_distance;
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}
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}
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}
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```
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That's it for defining our collision behavior!
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@ -8,7 +8,7 @@ Everyone has played, or at least heard of, Pong. Right? Right...
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![pong](/images/pong.png)
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![pong](/images/pong.png)
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Pong was one of the first video games ever created and as such, it is extremely simple. We're introducing a lot of new concepts with Encompass and the Hyper ECS architecture, so I think it's a good choice to try re-implementing the very simple Pong in Encompass as an example.
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Pong was one of the first video games ever created and as such, it is extremely simple. We're introducing a lot of new concepts with Encompass and the Hyper ECS architecture, so I think it's a good choice to try re-implementing this game in Encompass as an example.
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We'll be developing this with the Encompass/LOVE starter pack. Go ahead and [set that up](/getting_started/case_study_love/) if you haven't already so you can follow along. And please do follow along - you can do it!
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We'll be developing this with the Encompass/LOVE starter pack. Go ahead and [set that up](/getting_started/case_study_love/) if you haven't already so you can follow along. And please do follow along - you can do it!
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