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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/config"
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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 PlayerSystem struct {
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World *ecs.World
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Selector *generic.Filter5[Position, Velocity, Player, Renderable, Speed]
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Particle *ParticleSystem
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Collectible *CollectibleSystem
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Obstacle *ObstacleSystem
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Grid *GridSystem
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}
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func NewPlayerSystem(world *ecs.World, grid *GridSystem) *PlayerSystem {
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system := &PlayerSystem{
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Selector: generic.NewFilter5[Position, Velocity, Player, Renderable, Speed](),
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Particle: NewParticleSystem(world, grid.Tilesize),
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Collectible: NewCollectibleSystem(world),
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Obstacle: NewObstacleSystem(world),
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Grid: grid,
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World: world,
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}
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return system
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}
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func (system PlayerSystem) Update() error {
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query := system.Selector.Query(system.World)
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for query.Next() {
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playerposition, velocity, _, _, speed := query.Get()
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if !velocity.Moving() {
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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velocity.Change(East)
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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velocity.Change(West)
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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velocity.Change(South)
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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velocity.Change(North)
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// other keys: <tab>: switch player, etc
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}
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}
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if velocity.Moving() {
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ok, newpos := system.Grid.BumpEdge(playerposition, velocity)
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if ok {
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slog.Debug("falling off the edge", "newpos", newpos)
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playerposition.Set(newpos)
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} else {
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ok, tilepos := system.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
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if ok {
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intersects, newpos := tilepos.Intersects(playerposition, velocity)
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if intersects {
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slog.Debug("collision detected", "tile",
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tilepos, "player", playerposition, "new", newpos)
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playerposition.Set(newpos)
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velocity.Change(Stop)
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}
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}
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}
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}
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playerposition.Move(velocity, speed)
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}
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system.Particle.Update()
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system.Obstacle.Update()
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system.Collectible.Update()
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return nil
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}
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func (system *PlayerSystem) 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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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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system.Collectible.Draw(screen)
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system.Particle.Draw(screen)
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system.Obstacle.Draw(screen)
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}
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