openquell/systems/obstacle_system.go

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package systems
import (
"log/slog"
"openquell/assets"
"openquell/components"
. "openquell/components"
. "openquell/config"
"openquell/grid"
"openquell/observers"
"openquell/util"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type ObstacleSystem struct {
World *ecs.World
Selector *generic.Filter4[Position, Velocity, Obstacle, Renderable]
GridContainer *grid.GridContainer
}
func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
system := &ObstacleSystem{
Selector: generic.NewFilter4[Position, Velocity, Obstacle, Renderable](),
World: world,
GridContainer: gridcontainer,
}
return system
}
func (system *ObstacleSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
gameobserver := observers.GetGameObserver(system.World)
if gameobserver.Lost {
return nil
}
var gameover bool
if len(playerobserver.Entities) == 0 {
// FIXME: check this in game or elsewhere
gameover = true
}
if gameover {
// winner, winner, chicken dinner!
timer := gameobserver.StopTimer
if !timer.Running {
timer.Start(LEVEL_END_WAIT)
}
gameobserver.Gameover()
}
return nil
}
func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
// write the movable tiles
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, _, _, sprite := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
func (system *ObstacleSystem) AddParticle(position *components.Position) {
particleobserver := observers.GetParticleObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
components.Particle,
components.Timer,
](system.World)
entity := ptmapper.New()
pos, particle, timer := ptmapper.Get(entity)
particleobserver.AddEntity(entity)
particle.Index = assets.Tiles['*'].Particle
particle.Tiles = assets.Tiles['*'].Tiles
pos.Update(
position.X-(16), // FIXME: use global tilesize!
position.Y-(16),
64,
)
timer.Start(PARTICLE_LOOPWAIT)
}
// return true if obstacle weapon points into the direction the player is moving
func CheckObstacleSide(playervelocity *Velocity, obsdirection int) bool {
movingdirection := playervelocity.InvertDirection()
if movingdirection == Stop || movingdirection == obsdirection {
slog.Debug("Damaging obstacle collision",
"playerdirection", util.DirectionStr(playervelocity.Direction),
"obsdirection", util.DirectionStr(obsdirection),
"movingdirection", util.DirectionStr(movingdirection),
)
return true
}
return false
}