UNPKG

react-simple-game-engine

Version:

[WIP] not able to use in currently. <!-- Document cumming soon... -->

78 lines (77 loc) 3.38 kB
var __assign = (this && this.__assign) || function () { __assign = Object.assign || function(t) { for (var s, i = 1, n = arguments.length; i < n; i++) { s = arguments[i]; for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p)) t[p] = s[p]; } return t; }; return __assign.apply(this, arguments); }; var __rest = (this && this.__rest) || function (s, e) { var t = {}; for (var p in s) if (Object.prototype.hasOwnProperty.call(s, p) && e.indexOf(p) < 0) t[p] = s[p]; if (s != null && typeof Object.getOwnPropertySymbols === "function") for (var i = 0, p = Object.getOwnPropertySymbols(s); i < p.length; i++) { if (e.indexOf(p[i]) < 0 && Object.prototype.propertyIsEnumerable.call(s, p[i])) t[p[i]] = s[p[i]]; } return t; }; import { Entity } from "./entities/entity"; import { EntitySuit } from "./entities/entity-suit"; var LogicComponent = /** @class */ (function () { function LogicComponent(configurable, _isPrefab) { this.configurable = configurable; this._isPrefab = _isPrefab; this.layerIndex = 0; } Object.defineProperty(LogicComponent.prototype, "isPrefab", { get: function () { return this._isPrefab; }, enumerable: false, configurable: true }); Object.defineProperty(LogicComponent.prototype, "worldManagement", { set: function (_worldManagement) { if (this._worldManagement) { console.warn("Cant change worldManagement"); } else { this._worldManagement = _worldManagement; } }, enumerable: false, configurable: true }); LogicComponent.prototype.output = function (_a) { if (_a === void 0) { _a = {}; } var worldManagement = _a.worldManagement, targetParams = __rest(_a, ["worldManagement"]); var configurable = this.configurable; var _b = Array.isArray(configurable) ? configurable : [configurable], Class = _b[0], _c = _b[1], params = _c === void 0 ? {} : _c; var c = new Class(); if (worldManagement) { this.worldManagement = worldManagement; } if (c instanceof EntitySuit) { c["_layerIndex"] = this.layerIndex; // use _layerIndex to not trigger change index process at this step c.preInitial(this._worldManagement); } if (c instanceof Entity) { var _d = params, transform = _d.transform, bodyOptions = _d.bodyOptions, props = _d.props, restParams = __rest(_d, ["transform", "bodyOptions", "props"]); var extraTransform = targetParams.transform, extraBodyOptions = targetParams.bodyOptions, extraProps = targetParams.props, extraRestParams = __rest(targetParams, ["transform", "bodyOptions", "props"]); c.initial(__assign(__assign({ transform: __assign(__assign({}, transform), extraTransform), bodyOptions: __assign(__assign({}, bodyOptions), extraBodyOptions), props: __assign(__assign({}, props), extraProps) }, restParams), extraRestParams)); } else { c.initial(__assign(__assign({}, params), targetParams)); } return c; }; return LogicComponent; }()); export { LogicComponent };