CabinGame/Program/src/index.ts

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import { loadResources } from "./Resources"
import { Door } from "./Components/door"
import { DoorSystem } from "./Systems/DoorSystem"
import { SpriteSystem } from "./Systems/SpriteSystem"
import { Application, Ticker, settings, SCALE_MODES, Sprite, Loader } from "pixi.js"
import { World } from "ecsy"
import { RenderSystem } from "./Systems/RenderSystem"
import { TestSystem } from "./Systems/TestSystem"
// Initialize pixi
export let canvasWidth = 81
export let canvasHeight = 81
export const app = new Application({
width: canvasWidth,
height: canvasHeight,
backgroundColor: 0xFFFFFF,
resolution: 1,
antialias: false,
})
document.body.appendChild(app.view)
settings.SCALE_MODE = SCALE_MODES.NEAREST
settings.ROUND_PIXELS = true
recalculateSize()
window.addEventListener( 'resize', recalculateSize, false )
function recalculateSize(){
let multiplier = Math.min((window.innerWidth/canvasWidth)|0, (window.innerHeight/canvasHeight)|0)
app.view.style.width = canvasWidth * multiplier + "px"
app.view.style.height = canvasHeight * multiplier + "px"
}
// Create world and register the systems on it
export let world = new World();
world
.registerSystem(TestSystem) //prio -100
.registerSystem(DoorSystem) //prio 0
.registerSystem(SpriteSystem) //prio 90
.registerSystem(RenderSystem) //prio 100
loadResources(init)
function init(){
let resources = Loader.shared.resources;
//base sprites without entity representation
const bgTex = new Sprite(resources["Background"].texture)
app.stage.addChild(bgTex)
//start entities
world.createEntity()
.addComponent(Door, <Door>{open: false,
openPosition: {x:38, y:2}, openTex: resources["Door"].spritesheet.textures[0],
closedPosition: {x:38, y:2}, closedTex: resources["Door"].spritesheet.textures[1]})
// Run!
Ticker.shared.add((delta : number) => {
let time = performance.now()
// Run all the systems
world.execute(delta, time)
});
}