added hud system, turned all observers into one central observer
This commit is contained in:
@@ -29,8 +29,7 @@ func NewCollectibleSystem(world *ecs.World) System {
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}
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func (system *CollectibleSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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observer := observers.GetGameObserver(system.World)
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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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@@ -41,7 +40,7 @@ func (system *CollectibleSystem) Update() error {
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query := system.Selector.Query(system.World)
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numcollectibles := query.Count()
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if numcollectibles == 0 || gameobserver.Lost {
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if numcollectibles == 0 || observer.Lost {
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query.Close()
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return nil
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}
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@@ -49,7 +48,7 @@ func (system *CollectibleSystem) Update() error {
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for query.Next() {
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colposition, collectible, _ := query.Get()
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for player := range playerobserver.Entities {
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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@@ -102,7 +101,7 @@ func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
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}
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func (system *CollectibleSystem) AddParticle(position *components.Position) {
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particleobserver := observers.GetParticleObserver(system.World)
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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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@@ -110,9 +109,11 @@ func (system *CollectibleSystem) AddParticle(position *components.Position) {
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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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entity := ptmapper.New()
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pos, particle, timer := ptmapper.Get(entity)
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particleobserver.AddEntity(entity)
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observer.AddEntity(entity, particleID)
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particle.Index = assets.Tiles['*'].Particle
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particle.Tiles = assets.Tiles['*'].Tiles
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@@ -48,7 +48,7 @@ func NewDestroyableSystem(world *ecs.World, gridcontainer *grid.GridContainer) S
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}
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func (system *DestroyableSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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observer := observers.GetGameObserver(system.World)
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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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@@ -59,7 +59,7 @@ func (system *DestroyableSystem) Update() error {
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for query.Next() {
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doorposition, renderable, door := query.Get()
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for player := range playerobserver.Entities {
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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44
systems/hud_system.go
Normal file
44
systems/hud_system.go
Normal file
@@ -0,0 +1,44 @@
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package systems
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import (
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"fmt"
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"openquell/assets"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/mlange-42/arche/ecs"
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)
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type HudSystem struct {
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World *ecs.World
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Cellsize int
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Observer *observers.GameObserver
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Plan *assets.RawLevel
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}
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func NewHudSystem(world *ecs.World, plan *assets.RawLevel) System {
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system := &HudSystem{
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Observer: observers.GetGameObserver(world),
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World: world,
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Plan: plan,
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}
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return system
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}
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func (system *HudSystem) Update() error {
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return nil
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}
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func (system *HudSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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screen.DrawImage(assets.Assets["hud"], op)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
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"FPS: %02.f TPS: %02.f Level %s: %s",
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ebiten.ActualFPS(),
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ebiten.ActualTPS(),
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system.Plan.Name,
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system.Plan.Description,
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), 10, 10)
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}
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@@ -32,11 +32,9 @@ func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) Syst
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}
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func (system *ObstacleSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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obstacleobserver := observers.GetObstacleObserver(system.World)
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observer := observers.GetGameObserver(system.World)
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if gameobserver.Lost {
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if observer.Lost {
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return nil
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}
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@@ -51,7 +49,7 @@ func (system *ObstacleSystem) Update() error {
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obsposition, obsvelocity, _, _ := query.Get()
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// check if one player has bumped into current obstacle
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for player := range playerobserver.Entities {
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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@@ -78,7 +76,7 @@ func (system *ObstacleSystem) Update() error {
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}
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// check if current obstacle bumped into another obstacle
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for foreign_obstacle := range obstacleobserver.Entities {
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for _, foreign_obstacle := range observer.GetObstacles() {
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if foreign_obstacle == query.Entity() {
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// don't check obstacle against itself
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continue
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@@ -117,18 +115,17 @@ func (system *ObstacleSystem) Update() error {
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for _, entity := range EntitiesToRemove {
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slog.Debug("remove player")
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system.World.RemoveEntity(entity)
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playerobserver.RemoveEntity(entity)
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}
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if len(playerobserver.Entities) == 0 {
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if len(observer.GetPlayers()) == 0 {
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// lost
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timer := gameobserver.StopTimer
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timer := observer.StopTimer
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if !timer.Running {
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timer.Start(LEVEL_END_WAIT)
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}
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gameobserver.Gameover()
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observer.Gameover()
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}
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return nil
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@@ -150,7 +147,7 @@ func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
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}
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func (system *ObstacleSystem) AddParticle(position *components.Position) {
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particleobserver := observers.GetParticleObserver(system.World)
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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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@@ -158,9 +155,11 @@ func (system *ObstacleSystem) AddParticle(position *components.Position) {
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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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entity := ptmapper.New()
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pos, particle, timer := ptmapper.Get(entity)
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particleobserver.AddEntity(entity)
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observer.AddEntity(entity, particleID)
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particle.Index = assets.Tiles['*'].Particle
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particle.Tiles = assets.Tiles['*'].Tiles
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@@ -48,7 +48,7 @@ func NewTransientSystem(world *ecs.World, gridcontainer *grid.GridContainer) Sys
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}
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func (system *TransientSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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observer := observers.GetGameObserver(system.World)
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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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@@ -59,7 +59,7 @@ func (system *TransientSystem) Update() error {
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for query.Next() {
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transientposition, _, transient := query.Get()
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for player := range playerobserver.Entities {
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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