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185 lines (155 loc) · 5.44 KB
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<!-- Please carefully review the rules about academic integrity found in the academicIntegrity.md file found at the root of this project. -->
<!doctype html>
<html>
<head>
<title>Test Trigger Events</title>
<style>
/* Engine-Specific */
* {
margin: 0;
overflow: hidden;
}
</style>
</head>
<body>
<canvas id="canv"></canvas>
<script src="./engine/Engine.js"></script>
<script src="./engine/Scene.js"></script>
<script src="./engine/GameObject.js"></script>
<script src="./engine/Component.js"></script>
<script src="./engine/Input.js"></script>
<script src="./engine/Vector2.js"></script>
<script src="./engine/Time.js"></script>
<script src="./engine/Collisions.js"></script>
<script src="./engine/components/Transform.js"></script>
<script src="./engine/components/TextLabel.js"></script>
<script src="./engine/components/Polygon.js"></script>
<script src="./engine/components/Collider.js"></script>
<script src="./engine/components/RigidBody.js"></script>
<script>
const square = [new Vector2(-50, -50), new Vector2(-50, 50), new Vector2(50, 50), new Vector2(50, -50)]
class MainScene extends Scene {
constructor() {
super()
// const steady = this.instantiate(new GameObject("Steady Game Object"), new Vector2(200, 200))
// steady.addComponent(new Polygon(), {points: square})
// steady.addComponent(new Collider(), {isTrigger: true})
// const moving = this.instantiate(new GameObject("Moving Game Object"), new Vector2(0, 200))
// moving.addComponent(new Polygon(), {points: square, fillStyle: "blue"})
// moving.addComponent(new Collider(), {isTrigger: false})
// moving.addComponent(new RigidBody(), {velocity:new Vector2(100, 0)})
// moving.addComponent(new Responder())
this.instantiate(new GameObject("Controller Game Object")).addComponent(new Controller())
}
}
class Controller extends Component {
start() {
const gameObjects = [A, B, C, D, E]
for (let i = 0; i < gameObjects.length; i++) {
const y = i * 150 + 150
for (let j = 0; j < gameObjects.length; j++) {
const added = instantiate(new gameObjects[j](), new Vector2(j * 225 + 450, y))
added.addComponent(new Responder)
if (i == 0)
instantiate(new GameObject("Text"), new Vector2(j * 225 + 450 - 50, 835)).addComponent(new TextLabel(), { text: added.name })
}
const mover = instantiate(new gameObjects[i](), new Vector2(150, y + 15))
mover.addComponent(new Mover())
mover.addComponent(new TextLabel(), { text: mover.name })
}
}
update() {
if (Input.keysUpThisFrame.includes("Space")) {
Globals.move = !Globals.move
}
}
}
class A extends GameObject {
constructor() {
super("No Collider")
this.addComponent(new Polygon(), { points: square, fillStyle: "aqua" })
this.addComponent(new TextLabel())
}
}
class B extends GameObject {
constructor() {
super("No Trigger, No RB")
this.addComponent(new Polygon(), { points: square, fillStyle: "brown" })
this.addComponent(new Collider(), { isTrigger: false })
this.addComponent(new TextLabel())
}
}
class C extends GameObject {
constructor() {
super("Trigger, No RB")
this.addComponent(new Polygon(), { points: square, fillStyle: "crimson" })
this.addComponent(new Collider(), { isTrigger: true })
this.addComponent(new TextLabel())
}
}
class D extends GameObject {
constructor() {
super("No Trigger, RB")
this.addComponent(new Polygon(), { points: square, fillStyle: "darksalmon" })
this.addComponent(new Collider(), { isTrigger: false })
this.addComponent(new RigidBody())
this.addComponent(new TextLabel())
}
}
class E extends GameObject {
constructor() {
super("Trigger, RB")
this.addComponent(new Polygon(), { points: square, fillStyle: "green" })
this.addComponent(new Collider(), { isTrigger: true })
this.addComponent(new RigidBody())
this.addComponent(new TextLabel())
}
}
class Globals {
static move = true
}
class Responder extends Component {
start() {
this.say("")
}
onTriggerEnter() {
this.say("On Trigger Enter")
}
onTriggerStay() {
this.say("On Trigger Stay")
}
onTriggerExit() {
this.say("On Trigger Exit")
}
onCollisionEnter() {
this.say("On Collision Enter")
}
onCollisionStay() {
this.say("On Collision Stay")
}
onCollisionExit() {
this.say("On Collision Exit")
}
say(string) {
this.gameObject.getComponent(TextLabel).text = string
}
}
class Mover extends Component {
speed = 100
start() {
const polygon = this.gameObject.getComponent(Polygon)
polygon.strokeStyle = polygon.fillStyle
polygon.lineWidth = 5
polygon.fillStyle = "transparent"
this.gameObject.getComponent(TextLabel).text = ""
}
update() {
if (Globals.move)
this.transform.position = this.transform.position.add(new Vector2(this.speed, 0).times(Time.deltaTime))
}
}
Engine.currentScene = new MainScene()
Engine.start()
</script>
</body>
</html>