add skillshots
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+39
-8
@@ -1,4 +1,7 @@
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import { EventEmitter } from 'node:events'
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import Entity from './entity.js'
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import Terrain from './terrain.js'
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import Projectile from './projectile.js'
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export default class Game {
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tickRate = 30
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@@ -8,11 +11,13 @@ export default class Game {
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#entities = []
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#eventEmitter = new EventEmitter()
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#projectiles = []
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#terrains = []
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#tickBudget = Math.floor(1000 / this.tickRate)
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get entities() { return this.#entities }
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get eventEmitter() { return this.#eventEmitter }
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get projectiles() { return this.#projectiles }
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get terrains() { return this.#terrains }
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get tickBudget() { return this.#tickBudget }
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@@ -20,29 +25,54 @@ export default class Game {
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return this.terrains.map((t) => t.unadjustedWaypoints).concat(this.entities.map((e) => e.unadjustedWaypoints)).flat()
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}
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spawn_entity(entity) {
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this.#entities.push(entity)
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entity.game = this
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addTerrain(terrain) {
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this.#terrains.push(terrain)
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}
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despawn(entity) {
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despawn(object) {
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if (object instanceof Entity) { this.despawnEntity(object) }
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else if (object instanceof Terrain) { this.removeTerrain(object) }
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else if (object instanceof Projectile) { this.despawnProjectile(object) }
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else { console.error({ error: { reason: 'Can\'t despawn object', object } }) }
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}
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despawnEntity(entity) {
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this.#entities = this.#entities.filter((e) => e.id != entity.id)
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entity.game = null
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}
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add_terrain(terrain) {
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this.#terrains.push(terrain)
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despawnProjectile(projectile) {
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this.#projectiles = this.#projectiles.filter((p) => p.id != projectile.id)
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projectile.game = null
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}
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remove_terrain(terrain) {
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removeTerrain(terrain) {
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this.#terrains = this.#terrains.filter((t) => t.id != terrain.id)
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}
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spawn(object) {
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if (object instanceof Entity) { this.spawnEntity(object) }
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else if (object instanceof Terrain) { this.addTerrain(object) }
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else if (object instanceof Projectile) { this.spawnProjectile(object) }
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else { console.error({ error: { reason: 'Can\'t spawn object', object } }) }
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}
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spawnEntity(entity) {
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this.#entities.push(entity)
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entity.game = this
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}
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spawnProjectile(projectile) {
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this.#projectiles.push(projectile)
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projectile.game = this
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}
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state() {
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return {
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...this,
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entities: this.#entities.map((e) => e.state()),
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terrains: this.#terrains.map((t) => t.state()),
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projectiles: this.#projectiles.map((p) => p.state()),
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}
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}
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@@ -53,7 +83,8 @@ export default class Game {
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}
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update() {
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this.#entities.map((e) => e.update())
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this.#entities.forEach((e) => e.update())
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this.#projectiles.forEach((p) => p.update())
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this.currentTick++
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this.eventEmitter.emit('tick')
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}
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