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

139
src/systems/VFXSystem.ts Normal file
View file

@ -0,0 +1,139 @@
import { System } from '../core/System.ts';
import { Palette } from '../core/Palette.ts';
import { SystemName, ComponentType, VFXType } from '../core/Constants.ts';
import type { Entity } from '../core/Entity.ts';
import type { Position } from '../components/Position.ts';
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
interface Particle {
x: number;
y: number;
vx: number;
vy: number;
lifetime: number;
size: number;
color: string;
type: VFXType;
}
/**
* System responsible for creating and updating visual effects particles.
*/
export class VFXSystem extends System {
particles: Particle[];
constructor() {
super(SystemName.VFX);
this.requiredComponents = [];
this.priority = 40;
this.particles = [];
}
/**
* Update all active particles, applying movement, attraction, and drag.
* @param deltaTime - Time elapsed since last frame in seconds
* @param _entities - Filtered entities
*/
process(deltaTime: number, _entities: Entity[]): void {
const playerController = this.engine.systems.find(
(s) => s.name === SystemName.PLAYER_CONTROLLER
) as PlayerControllerSystem | undefined;
const player = playerController ? playerController.getPlayerEntity() : null;
const playerPos = player ? player.getComponent<Position>(ComponentType.POSITION) : null;
for (let i = this.particles.length - 1; i >= 0; i--) {
const p = this.particles[i];
p.lifetime -= deltaTime;
if (p.lifetime <= 0) {
this.particles.splice(i, 1);
continue;
}
if (p.type === VFXType.ABSORPTION && playerPos) {
const dx = playerPos.x - p.x;
const dy = playerPos.y - p.y;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 5) {
p.vx += (dx / dist) * 800 * deltaTime;
p.vy += (dy / dist) * 800 * deltaTime;
p.vx *= 0.95;
p.vy *= 0.95;
} else {
this.particles.splice(i, 1);
continue;
}
} else {
p.vx *= 0.9;
p.vy *= 0.9;
}
p.x += p.vx * deltaTime;
p.y += p.vy * deltaTime;
}
}
/**
* Create an impact particle explosion at a specific location.
* @param x - Horizontal coordinate
* @param y - Vertical coordinate
* @param color - The color of particles
* @param angle - The direction of the impact splash
*/
createImpact(x: number, y: number, color = Palette.WHITE, angle: number | null = null): void {
const count = 8;
for (let i = 0; i < count; i++) {
let vx: number, vy: number;
if (angle !== null) {
const spread = (Math.random() - 0.5) * 2;
const speed = 50 + Math.random() * 150;
vx = Math.cos(angle + spread) * speed;
vy = Math.sin(angle + spread) * speed;
} else {
vx = (Math.random() - 0.5) * 150;
vy = (Math.random() - 0.5) * 150;
}
this.particles.push({
x,
y,
vx,
vy,
lifetime: 0.2 + Math.random() * 0.3,
size: 1 + Math.random() * 2,
color: color,
type: VFXType.IMPACT,
});
}
}
/**
* Create absorption particles that fly towards the player.
* @param x - Starting horizontal coordinate
* @param y - Starting vertical coordinate
* @param color - The color of particles
*/
createAbsorption(x: number, y: number, color = Palette.CYAN): void {
for (let i = 0; i < 12; i++) {
this.particles.push({
x,
y,
vx: (Math.random() - 0.5) * 100,
vy: (Math.random() - 0.5) * 100,
lifetime: 1.5,
size: 2,
color: color,
type: VFXType.ABSORPTION,
});
}
}
/**
* Get all currently active particles.
* @returns Array of particle data objects
*/
getParticles(): Particle[] {
return this.particles;
}
}