started animation background
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@@ -1,7 +1,14 @@
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package systems
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import (
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"log/slog"
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"openquell/assets"
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"openquell/components"
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. "openquell/components"
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"openquell/config"
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"openquell/util"
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"log"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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@@ -15,14 +22,20 @@ type GridSystem struct {
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Cache *ebiten.Image
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Count int // register tile count, invalidates cache
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Background *ebiten.Image
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Animate components.Animation
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BackgroundAnimated bool
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Width, Height, Tilesize int
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}
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func NewGridSystem(world *ecs.World, width, height,
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tilesize int, background *ebiten.Image) System {
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tilesize int, background string) System {
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cache := ebiten.NewImage(width, height)
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if !util.Exists(assets.Assets, background) {
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log.Fatalf("no background %s in assets", background)
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}
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system := &GridSystem{
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Selector: generic.NewFilter3[Renderable, Position, Solid](),
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UseCache: false,
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@@ -30,14 +43,46 @@ func NewGridSystem(world *ecs.World, width, height,
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Width: width,
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Height: height,
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Tilesize: tilesize,
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Background: background,
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Background: assets.Assets[background],
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World: world,
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}
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if util.Exists(assets.Animations, background+"-animated") {
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system.BackgroundAnimated = true
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system.Animate = components.Animation{
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Active: true,
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Loop: true,
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Tiles: assets.Animations[background+"-animated"].Sprites,
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}
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system.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
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}
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return system
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}
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func (system *GridSystem) Update() error {
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if system.BackgroundAnimated {
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slog.Debug("animate bg?", "timer", system.Animate.Timer)
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if system.Animate.Timer.IsReady() {
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switch {
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// animation shows from earlier tick, animate
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case system.Animate.Index > -1 && system.Animate.Index < len(system.Animate.Tiles)-1:
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system.Animate.Index += 1
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system.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
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default:
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// last sprite reached
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if system.Animate.Loop {
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system.Animate.Index = 0
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}
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}
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} else {
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system.Animate.Timer.Update()
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}
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}
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return nil
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}
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@@ -45,9 +90,13 @@ func (system *GridSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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if !system.UseCache || query.Count() != system.Count {
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if !system.UseCache || query.Count() != system.Count || system.BackgroundAnimated {
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// map not cached or cacheable, write it to the cache
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system.Cache.DrawImage(system.Background, op)
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if system.BackgroundAnimated {
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system.Cache.DrawImage(system.Animate.Tiles[system.Animate.Index], op)
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} else {
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system.Cache.DrawImage(system.Background, op)
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}
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system.Count = query.Count()
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counter := 0
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