2024-02-10 19:45:06 +01:00
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package systems
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import (
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"log/slog"
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"openquell/components"
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. "openquell/components"
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2024-02-13 18:15:52 +01:00
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. "openquell/config"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/generic"
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)
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type CollectibleSystem struct {
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World *ecs.World
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Cellsize int
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Selector *generic.Filter3[Position, Collectible, Renderable]
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}
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func NewCollectibleSystem(world *ecs.World, cellsize int) System {
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system := &CollectibleSystem{
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Selector: generic.NewFilter3[Position, Collectible, Renderable](),
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World: world,
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Cellsize: cellsize,
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}
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return system
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}
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func (system *CollectibleSystem) Update() error {
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observer := observers.GetGameObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
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veloID := ecs.ComponentID[components.Velocity](system.World)
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query := system.Selector.Query(system.World)
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numcollectibles := query.Count()
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if numcollectibles == 0 || observer.Lost {
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slog.Debug("WON")
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timer := observers.GetGameObserver(system.World).StopTimer
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if !timer.Running {
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timer.Start(LEVEL_END_WAIT)
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}
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query.Close()
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return nil
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}
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for query.Next() {
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colposition, collectible, render := query.Get()
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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2024-02-26 13:55:54 +01:00
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ok, _ := colposition.Intersects(playerposition, playervelocity)
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if ok && !collectible.Hit {
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slog.Debug("bumped into collectible", "colpos", colposition)
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render.StartAnimation(components.Destruction)
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// position the animation relative to the middle of the current entity
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colposition.Update(
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colposition.X-(system.Cellsize/2),
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colposition.Y-(system.Cellsize/2),
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64,
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)
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collectible.Hit = true
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numcollectibles--
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}
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}
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}
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2024-02-23 18:47:15 +01:00
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return nil
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}
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func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
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// write the movable tiles
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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for query.Next() {
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pos, _, sprite := query.Get()
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if !sprite.Hidden {
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op.GeoM.Reset()
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
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screen.DrawImage(sprite.Image, op)
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}
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}
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}
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