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GameWorld.js.html
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href="GameObject.html#hasComponent">hasComponent</a></li><li data-type='method'><a href="GameObject.html#onAddToWorld">onAddToWorld</a></li><li data-type='method'><a href="GameObject.html#onRemoveFromWorld">onRemoveFromWorld</a></li><li data-type='method'><a href="GameObject.html#syncTo">syncTo</a></li><li data-type='method'><a href="GameObject.html#toString">toString</a></li></ul></li><li><a href="GameWorld.html">GameWorld</a><ul class='methods'><li data-type='method'><a href="GameWorld.html#addObject">addObject</a></li><li data-type='method'><a href="GameWorld.html#forEachObject">forEachObject</a></li><li data-type='method'><a href="GameWorld.html#getNewId">getNewId</a></li><li data-type='method'><a href="GameWorld.html#queryObject">queryObject</a></li><li data-type='method'><a href="GameWorld.html#queryObjects">queryObjects</a></li><li data-type='method'><a href="GameWorld.html#removeObject">removeObject</a></li></ul></li><li><a href="KeyboardControls.html">KeyboardControls</a></li><li><a href="PhysicalObject2D.html">PhysicalObject2D</a><ul class='methods'><li data-type='method'><a href="PhysicalObject2D.html#onAddToWorld">onAddToWorld</a></li><li data-type='method'><a href="PhysicalObject2D.html#toString">toString</a></li></ul></li><li><a href="PhysicalObject3D.html">PhysicalObject3D</a><ul class='methods'><li data-type='method'><a href="PhysicalObject3D.html#toString">toString</a></li></ul></li><li><a href="Quaternion.html">Quaternion</a><ul class='methods'><li data-type='method'><a href="Quaternion.html#conjugate">conjugate</a></li><li data-type='method'><a href="Quaternion.html#copy">copy</a></li><li data-type='method'><a href="Quaternion.html#multiply">multiply</a></li><li data-type='method'><a href="Quaternion.html#set">set</a></li><li data-type='method'><a href="Quaternion.html#setFromAxisAngle">setFromAxisAngle</a></li><li data-type='method'><a href="Quaternion.html#slerp">slerp</a></li><li 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href="Serializer.html#registerClass">registerClass</a></li></ul></li><li><a href="ServerEngine.html">ServerEngine</a><ul class='methods'><li data-type='method'><a href="ServerEngine.html#gameStatus">gameStatus</a></li></ul></li><li><a href="SimplePhysicsEngine.html">SimplePhysicsEngine</a></li><li><a href="ThreeVector.html">ThreeVector</a><ul class='methods'><li data-type='method'><a href="ThreeVector.html#add">add</a></li><li data-type='method'><a href="ThreeVector.html#clone">clone</a></li><li data-type='method'><a href="ThreeVector.html#copy">copy</a></li><li data-type='method'><a href="ThreeVector.html#getBendingDelta">getBendingDelta</a></li><li data-type='method'><a href="ThreeVector.html#length">length</a></li><li data-type='method'><a href="ThreeVector.html#lerp">lerp</a></li><li data-type='method'><a href="ThreeVector.html#multiplyScalar">multiplyScalar</a></li><li data-type='method'><a href="ThreeVector.html#normalize">normalize</a></li><li data-type='method'><a 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<h1 class="page-title">GameWorld.js</h1>
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<pre class="prettyprint source linenums"><code>/**
* This class represents an instance of the game world,
* where all data pertaining to the current state of the
* world is saved.
*/
class GameWorld {
/**
* Constructor of the World instance
*/
constructor() {
this.stepCount = 0;
this.objects = {};
this.playerCount = 0;
this.idCount = 0;
}
/**
* Gets a new, fresh and unused id that can be used for a new object
* @return {Number} the new id
*/
getNewId() {
let possibleId = this.idCount;
// find a free id
while (possibleId in this.objects)
possibleId++;
this.idCount = possibleId + 1;
return possibleId;
}
/**
* Returns all the game world objects which match a criteria
* @param {Object} query The query object
* @param {Object} [query.id] object id
* @param {Object} [query.playerId] player id
* @param {Class} [query.instanceType] matches whether `object instanceof instanceType`
* @param {Array} [query.components] An array of component names
* @param {Boolean} [query.returnSingle] Return the first object matched
* @returns {Array | Object} All game objects which match all the query parameters, or the first match if returnSingle was specified
*/
queryObjects(query) {
let queriedObjects = [];
// todo this is currently a somewhat inefficient implementation for API testing purposes.
// It should be implemented with cached dictionaries like in nano-ecs
this.forEachObject((id, object) => {
let conditions = [];
// object id condition
conditions.push(!('id' in query) || query.id !== null && object.id === query.id);
// player id condition
conditions.push(!('playerId' in query) || query.playerId !== null && object.playerId === query.playerId);
// instance type conditio
conditions.push(!('instanceType' in query) || query.instanceType !== null && object instanceof query.instanceType);
// components conditions
if ('components' in query) {
query.components.forEach(componentClass => {
conditions.push(object.hasComponent(componentClass));
});
}
// all conditions are true, object is qualified for the query
if (conditions.every(value => value)) {
queriedObjects.push(object);
if (query.returnSingle) return false;
}
});
// return a single object or null
if (query.returnSingle) {
return queriedObjects.length > 0 ? queriedObjects[0] : null;
}
return queriedObjects;
}
/**
* Returns The first game object encountered which matches a criteria.
* Syntactic sugar for {@link queryObject} with `returnSingle: true`
* @param query See queryObjects
* @returns {Object}
*/
queryObject(query) {
return this.queryObjects(Object.assign(query, {
returnSingle: true
}));
}
/**
* Add an object to the game world
* @param {Object} object object to add
*/
addObject(object) {
this.objects[object.id] = object;
}
/**
* Remove an object from the game world
* @param {number} id id of the object to remove
*/
removeObject(id) {
delete this.objects[id];
}
/**
* World object iterator.
* Invoke callback(objId, obj) for each object
*
* @param {function} callback function receives id and object. If callback returns false, the iteration will cease
*/
forEachObject(callback) {
for (let id of Object.keys(this.objects)) {
let returnValue = callback(id, this.objects[id]); // TODO: the key should be Number(id)
if (returnValue === false) break;
}
}
}
export default GameWorld;
</code></pre>
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