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CollisionStateEntity for MelonJS
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| game.CollisionStateEntity = me.Entity.extend({ | |
| init: function(x, y, settings) { | |
| this._super(me.Entity, 'init', [x, y , settings]); | |
| this.entitiesInside = {}; | |
| this.entitiesInsideThisFrame = {}; | |
| }, | |
| update: function (dt) { | |
| me.collision.check(this); | |
| // check if entities left this frame | |
| if (this.entitiesInside) { | |
| for (var entityGUID in this.entitiesInside) { | |
| if (!this.entitiesInsideThisFrame || !this.entitiesInsideThisFrame[entityGUID]) { | |
| var entity = this.entitiesInside[entityGUID]; | |
| this.onEntityDidLeave(entity); | |
| if (entity.onDidLeaveEntity) | |
| entity.onDidLeaveEntity(this); | |
| delete this.entitiesInside[entityGUID]; | |
| } | |
| } | |
| } | |
| // check if entities entered this frame | |
| if (this.entitiesInsideThisFrame) { | |
| for (var entityGUID in this.entitiesInsideThisFrame) { | |
| if (!this.entitiesInside[entityGUID]) { | |
| var entity = this.entitiesInsideThisFrame[entityGUID]; | |
| this.onEntityDidEnter(entity); | |
| if (entity.onDidEnterEntity) | |
| entity.onDidEnterEntity(this); | |
| this.entitiesInside[entityGUID] = this.entitiesInsideThisFrame[entityGUID]; | |
| } | |
| } | |
| } | |
| // clean up | |
| if (this.entitiesInsideThisFrame) | |
| this.entitiesInsideThisFrame = {}; | |
| return this._super(me.Entity, 'update', [dt]); | |
| }, | |
| onCollision : function (a, b) { | |
| if (!this.entitiesInsideThisFrame) | |
| this.entitiesInsideThisFrame = {}; | |
| this.entitiesInsideThisFrame[b.GUID] = b; | |
| return false; | |
| }, | |
| onDidEnterEntity: function (entity) { | |
| }, | |
| onDidLeaveEntity: function (entity) { | |
| }, | |
| getEntitiesInside: function () { | |
| return this.entitiesInside; | |
| } | |
| }); |
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