feat: migrate JavaScript files to TypeScript, enhancing type safety and maintainability across the codebase
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107 changed files with 5876 additions and 3588 deletions
183
src/systems/InputSystem.ts
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183
src/systems/InputSystem.ts
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import { System } from '../core/System.ts';
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import { SystemName } from '../core/Constants.ts';
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import type { Engine } from '../core/Engine.ts';
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import type { Entity } from '../core/Entity.ts';
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interface MouseState {
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x: number;
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y: number;
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buttons: Record<number, boolean>;
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buttonsPrevious: Record<number, boolean>;
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}
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/**
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* System responsible for capturing and managing keyboard and mouse input.
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*/
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export class InputSystem extends System {
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keys: Record<string, boolean>;
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keysPrevious: Record<string, boolean>;
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mouse: MouseState;
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constructor() {
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super(SystemName.INPUT);
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this.requiredComponents = [];
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this.priority = 0;
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this.keys = {};
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this.keysPrevious = {};
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this.mouse = {
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x: 0,
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y: 0,
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buttons: {},
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buttonsPrevious: {},
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};
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}
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/**
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* Initialize the system and set up event listeners.
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* @param engine - The game engine instance
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*/
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init(engine: Engine): void {
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super.init(engine);
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this.setupEventListeners();
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}
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/**
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* Set up browser event listeners for keyboard and mouse.
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*/
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setupEventListeners(): void {
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window.addEventListener('keydown', (e) => {
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const key = e.key.toLowerCase();
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const code = e.code.toLowerCase();
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this.keys[key] = true;
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this.keys[code] = true;
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if (key === ' ') {
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this.keys['space'] = true;
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}
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if (code === 'space') {
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this.keys['space'] = true;
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}
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if (code === 'arrowup') this.keys['arrowup'] = true;
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if (code === 'arrowdown') this.keys['arrowdown'] = true;
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if (code === 'arrowleft') this.keys['arrowleft'] = true;
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if (code === 'arrowright') this.keys['arrowright'] = true;
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if ([' ', 'w', 'a', 's', 'd', '1', '2', '3', '4', '5', '6', '7', '8', '9'].includes(key)) {
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e.preventDefault();
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}
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});
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window.addEventListener('keyup', (e) => {
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const key = e.key.toLowerCase();
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const code = e.code.toLowerCase();
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this.keys[key] = false;
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this.keys[code] = false;
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if (key === ' ') {
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this.keys['space'] = false;
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}
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if (code === 'space') {
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this.keys['space'] = false;
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}
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if (code === 'arrowup') this.keys['arrowup'] = false;
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if (code === 'arrowdown') this.keys['arrowdown'] = false;
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if (code === 'arrowleft') this.keys['arrowleft'] = false;
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if (code === 'arrowright') this.keys['arrowright'] = false;
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});
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window.addEventListener('mousemove', (e) => {
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if (this.engine && this.engine.canvas) {
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const canvas = this.engine.canvas;
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const rect = canvas.getBoundingClientRect();
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const scaleX = canvas.width / rect.width;
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const scaleY = canvas.height / rect.height;
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this.mouse.x = (e.clientX - rect.left) * scaleX;
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this.mouse.y = (e.clientY - rect.top) * scaleY;
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}
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});
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window.addEventListener('mousedown', (e) => {
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this.mouse.buttons[e.button] = true;
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});
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window.addEventListener('mouseup', (e) => {
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this.mouse.buttons[e.button] = false;
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});
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}
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/**
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* Process input state (placeholder as processing happens via events).
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* @param _deltaTime - Time elapsed
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* @param _entities - Matching entities
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*/
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process(_deltaTime: number, _entities: Entity[]): void {}
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/**
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* Update previous frame states. Should be called at the end of each frame.
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*/
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updatePreviousStates(): void {
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this.keysPrevious = {};
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for (const key in this.keys) {
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this.keysPrevious[key] = this.keys[key];
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}
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this.mouse.buttonsPrevious = {};
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for (const button in this.mouse.buttons) {
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this.mouse.buttonsPrevious[button] = this.mouse.buttons[button];
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}
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}
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/**
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* Check if a key is currently being held down.
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* @param key - The key name or code
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* @returns True if the key is pressed
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*/
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isKeyPressed(key: string): boolean {
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return this.keys[key.toLowerCase()] === true;
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}
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/**
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* Check if a key was pressed in the current frame.
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* @param key - The key name or code
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* @returns True if the key was just pressed
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*/
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isKeyJustPressed(key: string): boolean {
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const keyLower = key.toLowerCase();
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const isPressed = this.keys[keyLower] === true;
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const wasPressed = this.keysPrevious[keyLower] === true;
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return isPressed && !wasPressed;
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}
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/**
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* Get the current mouse position in world coordinates.
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* @returns The mouse coordinates
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*/
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getMousePosition(): { x: number; y: number } {
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return { x: this.mouse.x, y: this.mouse.y };
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}
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/**
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* Check if a mouse button is currently being held down.
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* @param button - The button index (0=left, 1=middle, 2=right)
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* @returns True if the button is pressed
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*/
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isMouseButtonPressed(button = 0): boolean {
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return this.mouse.buttons[button] === true;
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}
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/**
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* Check if a mouse button was pressed in the current frame.
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* @param button - The button index
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* @returns True if the button was just pressed
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*/
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isMouseButtonJustPressed(button = 0): boolean {
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const isPressed = this.mouse.buttons[button] === true;
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const wasPressed = this.mouse.buttonsPrevious[button] === true;
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return isPressed && !wasPressed;
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}
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}
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