Created
November 15, 2012 04:43
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Part of an ImpactJS library to change how entities act at runtime.
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ig.module( | |
'game.behaviors.enableBehaviors' | |
) | |
.requires( | |
'impact.impact' | |
) | |
.defines(function() { | |
enableBehaviors = function(entityClass) { | |
entityClass.inject({ | |
// A map of behavior IDs to behaviors. | |
behaviorsById: {}, | |
// A map of behavior name to behavior instance. Currently support | |
// only single instances added at a time of any given behavior. | |
behaviorsByName: {}, | |
addBehavior: function(behavior, name) { | |
this.behaviorsById[behavior.id] = behavior; | |
this.behaviorsByName[behavior.name] = behavior; | |
behavior.added(this); | |
}, | |
removeBehavior: function(behavior) { | |
if (this.behaviorsById.hasOwnProperty(behavior.id)) { | |
this.behaviorsById[behavior.id] = null; | |
this.behaviorsByName[behavior.name] = null; | |
behavior.removed(this); | |
} | |
}, | |
removeBehaviorByName: function(name) { | |
if (this.behaviorsByName.hasOwnProperty(name)) { | |
var behavior = this.behaviorsByName[name]; | |
this.behaviorsByName[name] = null; | |
this.behaviorsById[behavior.id] = null; | |
behavior.removed(this); | |
} | |
}, | |
behave: function(methodName) { | |
var entity = this; | |
var args = Array.prototype.slice.call(arguments, 1); | |
_.each(this.behaviorsById, function(behavior) { | |
if (!behavior) { | |
return; | |
} | |
if (behavior.enabled && behavior[methodName]) { | |
behavior[methodName].apply(behavior, [entity].concat(args)); | |
} | |
}); | |
} | |
}); | |
}; | |
}); |
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