openquell/game/levels.go

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Go
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2024-02-06 15:26:20 +01:00
package game
import (
"fmt"
"image"
"log"
"openquell/assets"
"openquell/components"
. "openquell/config"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/filter"
)
type Level struct {
Grid *Grid
Cellsize, Width, Height int
World *ecs.World
Name string
Description string
Background *ebiten.Image
Mapslice map[image.Point]*assets.Tile
}
func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
//grid := NewGrid(game, cellsize, plan)
return &Level{
//Grid: grid,
Mapslice: LevelToSlice(game, plan, cellsize),
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Background: plan.Background,
}
}
func (level *Level) Update() {
//playermapper := generic.NewMap3[components.Position, components.Velocity, components.Renderable](level.World)
positionid := ecs.ComponentID[components.Position](level.World)
velocityid := ecs.ComponentID[components.Velocity](level.World)
playerid := ecs.ComponentID[components.Player](level.World)
//solidid := ecs.ComponentID[components.Solid](level.World)
//renderid := ecs.ComponentID[components.Renderable](level.World)
selector := filter.All(positionid, velocityid, playerid)
query := level.World.Query(selector)
//tileselector := filter.All(positionid, solidid, renderid)
//tilequery := level.World.Query(tileselector)
for query.Next() {
playerposition := (*components.Position)(query.Get(positionid))
velocity := (*components.Velocity)(query.Get(velocityid))
switch {
case ebiten.IsKeyPressed(ebiten.KeyRight):
velocity.Change(East)
case ebiten.IsKeyPressed(ebiten.KeyLeft):
velocity.Change(West)
case ebiten.IsKeyPressed(ebiten.KeyDown):
velocity.Change(South)
case ebiten.IsKeyPressed(ebiten.KeyUp):
velocity.Change(North)
// other keys: <tab>: switch player, etc
}
/*
// Use this to check against obstacles, collectibles etc
for tilequery.Next() {
tilepos := (*components.Position)(tilequery.Get(positionid))
if velocity.Moving() {
intersects, newpos := tilepos.Intersects(playerposition, velocity)
if intersects {
fmt.Printf("collision detected. tile: %s\n", tilepos)
fmt.Printf(" player: %s\n", playerposition)
fmt.Printf(" new: %s\n", newpos)
playerposition.Set(newpos)
fmt.Printf(" player new: %s\n", playerposition)
velocity.Change(Stop)
}
}
}
*/
if velocity.Moving() {
ok, tilepos := level.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
if ok {
intersects, newpos := tilepos.Intersects(playerposition, velocity)
if intersects {
fmt.Printf("collision detected. tile: %s\n", tilepos)
fmt.Printf(" player: %s\n", playerposition)
fmt.Printf(" new: %s\n", newpos)
playerposition.Set(newpos)
fmt.Printf(" player new: %s\n", playerposition)
velocity.Change(Stop)
}
}
}
playerposition.Move(velocity)
}
}
func (level *Level) Position2Point(position *components.Position) image.Point {
return image.Point{
int(position.X) / level.Cellsize,
int(position.Y) / level.Cellsize,
}
}
// return the tile the moving object would end up on if indeed moving
func (level *Level) GetTile(position *components.Position, velocity *components.Velocity) *assets.Tile {
newpoint := image.Point{
int(position.X+velocity.Data.X) / level.Cellsize,
int(position.Y+velocity.Data.Y) / level.Cellsize,
}
tile := level.Mapslice[newpoint]
return tile
}
func (level *Level) Draw(screen *ebiten.Image) {
// FIXME: move out
op := &ebiten.DrawImageOptions{}
screen.DrawImage(level.Background, op)
rid := ecs.ComponentID[components.Renderable](level.World)
pid := ecs.ComponentID[components.Position](level.World)
selector := filter.All(rid, pid)
query := level.World.Query(selector)
for query.Next() {
pos := (*components.Position)(query.Get(pid))
sprite := (*components.Renderable)(query.Get(rid))
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
func (level *Level) SetupGrid(game *Game) {
level.Grid = NewGrid(game, level.Cellsize, level.Mapslice)
}
func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile {
size := game.ScreenWidth * game.ScreenHeight
mapslice := make(map[image.Point]*assets.Tile, size)
for y, line := range strings.Split(string(level.Data), "\n") {
if len(line) != game.ScreenWidth/tilesize && y < game.ScreenHeight/tilesize {
log.Fatalf("line %d doesn't contain %d tiles, but %d",
y, game.ScreenWidth/tilesize, len(line))
}
for x, char := range line {
mapslice[image.Point{x, y}] = assets.Tiles[byte(char)]
}
}
return mapslice
}