openquell/systems/collectible_system.go

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package systems
import (
"openquell/assets"
"openquell/components"
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. "openquell/components"
"openquell/config"
. "openquell/config"
"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type CollectibleSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Collectible, Renderable]
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}
func NewCollectibleSystem(world *ecs.World) System {
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system := &CollectibleSystem{
Selector: generic.NewFilter3[Position, Collectible, Renderable](),
World: world,
}
return system
}
func (system *CollectibleSystem) Update() error {
observer := observers.GetGameObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
particlepositions := []*components.Position{}
EntitiesToRemove := []ecs.Entity{}
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query := system.Selector.Query(system.World)
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numcollectibles := query.Count()
if numcollectibles == 0 || observer.Lost {
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query.Close()
return nil
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}
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for query.Next() {
colposition, _, _ := query.Get()
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for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
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ok, _ := colposition.Intersects(playerposition, playervelocity)
if ok {
//slog.Debug("bumped into collectible", "collectible", collectible)
particlepositions = append(particlepositions, colposition)
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
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}
}
for _, pos := range particlepositions {
system.AddParticle(pos)
}
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for _, entity := range EntitiesToRemove {
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system.World.RemoveEntity(entity)
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numcollectibles--
}
if numcollectibles == 0 {
// winner, winner, chicken dinner!
timer := observers.GetGameObserver(system.World).StopTimer
if !timer.Running {
timer.Start(LEVEL_END_WAIT)
}
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}
return nil
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}
func (system *CollectibleSystem) 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 *CollectibleSystem) AddParticle(position *components.Position) {
observer := observers.GetGameObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
components.Particle,
components.Timer,
](system.World)
particleID := ecs.ComponentID[components.Particle](system.World)
entity := ptmapper.New()
pos, particle, timer := ptmapper.Get(entity)
observer.AddEntity(entity, particleID)
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particle.Index = assets.Tiles["Particle"].Particle
particle.Tiles = assets.Tiles["Particle"].Tiles
pos.Update(
position.X-(16), // FIXME: use global tilesize!
position.Y-(16),
64,
)
timer.Start(config.PARTICLE_STARTWAIT)
}