openquell/game/levels.go

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package game
import (
"fmt"
"image"
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"image/draw"
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"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
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UseCache bool
Cache *ebiten.Image
Selector map[string]ecs.Mask
Component map[string]ecs.ID
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}
func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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cache := ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
positionid := ecs.ComponentID[components.Position](game.World)
velocityid := ecs.ComponentID[components.Velocity](game.World)
playerid := ecs.ComponentID[components.Player](game.World)
colid := ecs.ComponentID[components.Collectible](game.World)
ptid := ecs.ComponentID[components.Particle](game.World)
sid := ecs.ComponentID[components.Solid](game.World)
renderid := ecs.ComponentID[components.Renderable](game.World)
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selectors := map[string]ecs.Mask{}
selectors["player"] = filter.All(positionid, velocityid, playerid)
selectors["tile"] = filter.All(renderid, positionid, sid)
selectors["movable"] = filter.All(renderid, positionid)
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selectors["collectible"] = filter.All(positionid, colid)
selectors["particle"] = filter.All(positionid, ptid)
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components := map[string]ecs.ID{}
components["position"] = positionid
components["velocity"] = velocityid
components["player"] = playerid
components["collectible"] = colid
components["particle"] = ptid
components["solid"] = sid
components["renderable"] = renderid
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return &Level{
Mapslice: LevelToSlice(game, plan, cellsize),
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Background: plan.Background,
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UseCache: false,
Cache: cache,
Selector: selectors,
Component: components,
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}
}
func (level *Level) Update() {
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query := level.World.Query(level.Selector["player"])
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toRemove := []ecs.Entity{}
particle_pos := image.Point{}
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for query.Next() {
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playerposition := (*components.Position)(query.Get(level.Component["position"]))
velocity := (*components.Velocity)(query.Get(level.Component["velocity"]))
if !velocity.Moving() {
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
}
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}
if velocity.Moving() {
ok, newpos := level.Grid.BumpEdge(playerposition, velocity)
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if ok {
fmt.Printf("falling off the edge, new pos: %v\n", newpos)
playerposition.Set(newpos)
} else {
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)
}
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}
}
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colquery := level.World.Query(level.Selector["collectible"])
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for colquery.Next() {
collectible := (*components.Collectible)(colquery.Get(level.Component["collectible"]))
colposition := (*components.Position)(colquery.Get(level.Component["position"]))
ok, _ := playerposition.Intersects(colposition, velocity)
if ok {
fmt.Printf("bumped into collectible %v\n", collectible)
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toRemove = append(toRemove, colquery.Entity())
particle_pos.X = colposition.X
particle_pos.Y = colposition.Y
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}
}
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}
playerposition.Move(velocity)
}
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// remove collectible if collected
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for _, entity := range toRemove {
// FIXME: or keep them and prepare an animated death
level.World.RemoveEntity(entity)
}
// display debris after collecting
ptquery := level.World.Query(level.Selector["particle"])
for ptquery.Next() {
// we loop, but it's only one anyway
particle := (*components.Particle)(ptquery.Get(level.Component["particle"]))
colposition := (*components.Position)(ptquery.Get(level.Component["position"]))
if len(toRemove) > 0 {
// particle appears
colposition.Update(
particle_pos.X-(level.Cellsize/2),
particle_pos.Y-(level.Cellsize/2),
64,
)
particle.Index = 0 // start displaying the particle
} else {
switch {
case particle.Index > -1 && particle.Index < len(particle.Particles)-1:
particle.Index++
default:
// last sprite reached, remove it
particle.Index = -1
}
}
}
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}
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 {
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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) {
level.DrawTiles(screen)
level.DrawMovables(screen)
level.DrawParticles(screen)
}
func (level *Level) DrawTiles(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
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if !level.UseCache {
// map not cached or cacheable, write it to the cache
draw.Draw(level.Cache, level.Background.Bounds(), level.Background, image.ZP, draw.Src)
query := level.World.Query(level.Selector["tile"])
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for query.Next() {
pos := (*components.Position)(query.Get(level.Component["position"]))
sprite := (*components.Renderable)(query.Get(level.Component["renderable"]))
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draw.Draw(
level.Cache,
image.Rect(pos.X, pos.Y, pos.X+pos.Cellsize, pos.Y+pos.Cellsize),
sprite.Image, image.ZP, draw.Over)
}
op.GeoM.Reset()
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screen.DrawImage(level.Cache, op)
level.UseCache = true
} else {
// use the cached map
op.GeoM.Reset()
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screen.DrawImage(level.Cache, op)
}
}
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func (level *Level) DrawMovables(screen *ebiten.Image) {
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// write the movable tiles
op := &ebiten.DrawImageOptions{}
selector := level.Selector["movable"].Without(level.Component["solid"])
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query := level.World.Query(&selector)
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for query.Next() {
pos := (*components.Position)(query.Get(level.Component["position"]))
sprite := (*components.Renderable)(query.Get(level.Component["renderable"]))
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op.GeoM.Reset()
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
func (level *Level) DrawParticles(screen *ebiten.Image) {
// write particles (these are no tiles!)
op := &ebiten.DrawImageOptions{}
query := level.World.Query(level.Selector["particle"])
for query.Next() {
pos := (*components.Position)(query.Get(level.Component["position"]))
particle := (*components.Particle)(query.Get(level.Component["particle"]))
if particle.Index > -1 {
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(particle.Particles[particle.Index], op)
}
}
}
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func (level *Level) SetupGrid(game *Game) {
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// generic variant does not work here:
// selector := generic.NewFilter1[components.Position]()
// level.World.Batch().RemoveEntities(selector)
// missing argument in conversion to generic.Filter1[components.Position]
// erase all entities of previous level, if any
posID := ecs.ComponentID[components.Position](level.World)
selector := ecs.All(posID)
level.World.Batch().RemoveEntities(selector)
// setup world
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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
}