renamed particle* to animation*, added asesprite animation loading
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@@ -9,15 +9,15 @@ import (
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"github.com/mlange-42/arche/generic"
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)
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type ParticleSystem struct {
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type AnimationSystem struct {
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World *ecs.World
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Selector *generic.Filter3[Position, Particle, Timer]
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Selector *generic.Filter3[Position, Animation, Timer]
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Cellsize int
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}
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func NewParticleSystem(world *ecs.World, cellsize int) System {
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system := &ParticleSystem{
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Selector: generic.NewFilter3[Position, Particle, Timer](),
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func NewAnimationSystem(world *ecs.World, cellsize int) System {
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system := &AnimationSystem{
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Selector: generic.NewFilter3[Position, Animation, Timer](),
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World: world,
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Cellsize: cellsize,
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}
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@@ -25,7 +25,7 @@ func NewParticleSystem(world *ecs.World, cellsize int) System {
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return system
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}
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func (system *ParticleSystem) Update() error {
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func (system *AnimationSystem) Update() error {
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// display debris after collecting
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EntitiesToRemove := []ecs.Entity{}
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@@ -33,16 +33,16 @@ func (system *ParticleSystem) Update() error {
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for query.Next() {
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// we loop, but it's only one anyway
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_, particle, timer := query.Get()
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_, animation, timer := query.Get()
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particle.Show = true
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animation.Show = true
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if timer.IsReady() {
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switch {
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// particle shows from earlier tick, animate
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case particle.Index > -1 && particle.Index < len(particle.Tiles)-1:
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particle.Index++
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timer.Start(config.PARTICLE_LOOPWAIT)
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// animation shows from earlier tick, animate
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case animation.Index > -1 && animation.Index < len(animation.Tiles)-1:
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animation.Index++
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timer.Start(config.ANIMATION_LOOPWAIT)
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default:
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// last sprite reached, remove it
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EntitiesToRemove = append(EntitiesToRemove, query.Entity())
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@@ -60,18 +60,18 @@ func (system *ParticleSystem) Update() error {
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return nil
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}
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func (system *ParticleSystem) Draw(screen *ebiten.Image) {
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// write particles (these are no tiles!)
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func (system *AnimationSystem) Draw(screen *ebiten.Image) {
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// write animations (these are no 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, particle, _ := query.Get()
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pos, animation, _ := query.Get()
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if particle.Show {
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if animation.Show {
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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(particle.Tiles[particle.Index], op)
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screen.DrawImage(animation.Tiles[animation.Index], op)
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}
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}
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}
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@@ -33,7 +33,7 @@ func (system *CollectibleSystem) Update() error {
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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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particlepositions := []*components.Position{}
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animationpositions := []*components.Position{}
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EntitiesToRemove := []ecs.Entity{}
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query := system.Selector.Query(system.World)
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@@ -58,14 +58,14 @@ func (system *CollectibleSystem) Update() error {
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ok, _ := colposition.Intersects(playerposition, playervelocity)
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if ok {
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//slog.Debug("bumped into collectible", "collectible", collectible)
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particlepositions = append(particlepositions, colposition)
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animationpositions = append(animationpositions, colposition)
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EntitiesToRemove = append(EntitiesToRemove, query.Entity())
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}
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}
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}
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for _, pos := range particlepositions {
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system.AddParticle(pos)
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for _, pos := range animationpositions {
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system.AddAnimation(pos)
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}
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for _, entity := range EntitiesToRemove {
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@@ -99,23 +99,23 @@ func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
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}
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}
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func (system *CollectibleSystem) AddParticle(position *components.Position) {
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func (system *CollectibleSystem) AddAnimation(position *components.Position) {
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observer := observers.GetGameObserver(system.World)
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ptmapper := generic.NewMap3[
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components.Position,
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components.Particle,
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components.Animation,
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components.Timer,
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](system.World)
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particleID := ecs.ComponentID[components.Particle](system.World)
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animationID := ecs.ComponentID[components.Animation](system.World)
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entity := ptmapper.New()
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pos, particle, timer := ptmapper.Get(entity)
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observer.AddEntity(entity, particleID)
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pos, animation, timer := ptmapper.Get(entity)
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observer.AddEntity(entity, animationID)
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particle.Index = assets.Tiles["Particle"].Particle
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particle.Tiles = assets.Tiles["Particle"].Tiles
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animation.Index = assets.Tiles["Animation"].Animation
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animation.Tiles = assets.Tiles["Animation"].Tiles
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pos.Update(
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position.X-(16), // FIXME: use global tilesize!
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@@ -123,5 +123,5 @@ func (system *CollectibleSystem) AddParticle(position *components.Position) {
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64,
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)
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timer.Start(config.PARTICLE_STARTWAIT)
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timer.Start(config.ANIMATION_STARTWAIT)
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}
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