feat: migrate JavaScript files to TypeScript, enhancing type safety and maintainability across the codebase

This commit is contained in:
Juan Sebastián Montoya 2026-01-06 21:51:00 -05:00
parent 3db2bb9160
commit c582f2004e
107 changed files with 5876 additions and 3588 deletions

183
src/systems/InputSystem.ts Normal file
View file

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