added hud system, turned all observers into one central observer

This commit is contained in:
2024-02-27 14:45:23 +01:00
parent 451b66a53d
commit 18be0ebe38
13 changed files with 160 additions and 206 deletions

View File

@@ -29,8 +29,7 @@ func NewCollectibleSystem(world *ecs.World) System {
}
func (system *CollectibleSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
gameobserver := observers.GetGameObserver(system.World)
observer := observers.GetGameObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
@@ -41,7 +40,7 @@ func (system *CollectibleSystem) Update() error {
query := system.Selector.Query(system.World)
numcollectibles := query.Count()
if numcollectibles == 0 || gameobserver.Lost {
if numcollectibles == 0 || observer.Lost {
query.Close()
return nil
}
@@ -49,7 +48,7 @@ func (system *CollectibleSystem) Update() error {
for query.Next() {
colposition, collectible, _ := query.Get()
for player := range playerobserver.Entities {
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}
@@ -102,7 +101,7 @@ func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
}
func (system *CollectibleSystem) AddParticle(position *components.Position) {
particleobserver := observers.GetParticleObserver(system.World)
observer := observers.GetGameObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
@@ -110,9 +109,11 @@ func (system *CollectibleSystem) AddParticle(position *components.Position) {
components.Timer,
](system.World)
particleID := ecs.ComponentID[components.Particle](system.World)
entity := ptmapper.New()
pos, particle, timer := ptmapper.Get(entity)
particleobserver.AddEntity(entity)
observer.AddEntity(entity, particleID)
particle.Index = assets.Tiles['*'].Particle
particle.Tiles = assets.Tiles['*'].Tiles

View File

@@ -48,7 +48,7 @@ func NewDestroyableSystem(world *ecs.World, gridcontainer *grid.GridContainer) S
}
func (system *DestroyableSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
observer := observers.GetGameObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
@@ -59,7 +59,7 @@ func (system *DestroyableSystem) Update() error {
for query.Next() {
doorposition, renderable, door := query.Get()
for player := range playerobserver.Entities {
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}

44
systems/hud_system.go Normal file
View File

@@ -0,0 +1,44 @@
package systems
import (
"fmt"
"openquell/assets"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/mlange-42/arche/ecs"
)
type HudSystem struct {
World *ecs.World
Cellsize int
Observer *observers.GameObserver
Plan *assets.RawLevel
}
func NewHudSystem(world *ecs.World, plan *assets.RawLevel) System {
system := &HudSystem{
Observer: observers.GetGameObserver(world),
World: world,
Plan: plan,
}
return system
}
func (system *HudSystem) Update() error {
return nil
}
func (system *HudSystem) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
screen.DrawImage(assets.Assets["hud"], op)
ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
"FPS: %02.f TPS: %02.f Level %s: %s",
ebiten.ActualFPS(),
ebiten.ActualTPS(),
system.Plan.Name,
system.Plan.Description,
), 10, 10)
}

View File

@@ -32,11 +32,9 @@ func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) Syst
}
func (system *ObstacleSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
gameobserver := observers.GetGameObserver(system.World)
obstacleobserver := observers.GetObstacleObserver(system.World)
observer := observers.GetGameObserver(system.World)
if gameobserver.Lost {
if observer.Lost {
return nil
}
@@ -51,7 +49,7 @@ func (system *ObstacleSystem) Update() error {
obsposition, obsvelocity, _, _ := query.Get()
// check if one player has bumped into current obstacle
for player := range playerobserver.Entities {
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}
@@ -78,7 +76,7 @@ func (system *ObstacleSystem) Update() error {
}
// check if current obstacle bumped into another obstacle
for foreign_obstacle := range obstacleobserver.Entities {
for _, foreign_obstacle := range observer.GetObstacles() {
if foreign_obstacle == query.Entity() {
// don't check obstacle against itself
continue
@@ -117,18 +115,17 @@ func (system *ObstacleSystem) Update() error {
for _, entity := range EntitiesToRemove {
slog.Debug("remove player")
system.World.RemoveEntity(entity)
playerobserver.RemoveEntity(entity)
}
if len(playerobserver.Entities) == 0 {
if len(observer.GetPlayers()) == 0 {
// lost
timer := gameobserver.StopTimer
timer := observer.StopTimer
if !timer.Running {
timer.Start(LEVEL_END_WAIT)
}
gameobserver.Gameover()
observer.Gameover()
}
return nil
@@ -150,7 +147,7 @@ func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
}
func (system *ObstacleSystem) AddParticle(position *components.Position) {
particleobserver := observers.GetParticleObserver(system.World)
observer := observers.GetGameObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
@@ -158,9 +155,11 @@ func (system *ObstacleSystem) AddParticle(position *components.Position) {
components.Timer,
](system.World)
particleID := ecs.ComponentID[components.Particle](system.World)
entity := ptmapper.New()
pos, particle, timer := ptmapper.Get(entity)
particleobserver.AddEntity(entity)
observer.AddEntity(entity, particleID)
particle.Index = assets.Tiles['*'].Particle
particle.Tiles = assets.Tiles['*'].Tiles

View File

@@ -48,7 +48,7 @@ func NewTransientSystem(world *ecs.World, gridcontainer *grid.GridContainer) Sys
}
func (system *TransientSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
observer := observers.GetGameObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
@@ -59,7 +59,7 @@ func (system *TransientSystem) Update() error {
for query.Next() {
transientposition, _, transient := query.Get()
for player := range playerobserver.Entities {
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}