added hud system, turned all observers into one central observer

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

View File

@ -35,9 +35,9 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
Config: cfg, Config: cfg,
} }
observers.NewPlayerObserver(&world) // observers.NewPlayerObserver(&world)
observers.NewParticleObserver(&world) // observers.NewParticleObserver(&world)
observers.NewObstacleObserver(&world) // observers.NewObstacleObserver(&world)
game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize) game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
game.Scenes[Welcome] = NewWelcomeScene(game) game.Scenes[Welcome] = NewWelcomeScene(game)

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@ -1,12 +1,10 @@
package game package game
import ( import (
"fmt"
"log/slog" "log/slog"
"openquell/assets" "openquell/assets"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
) )
type LevelScene struct { type LevelScene struct {
@ -81,13 +79,4 @@ func (scene *LevelScene) Draw(screen *ebiten.Image) {
screen.Clear() screen.Clear()
scene.Levels[scene.CurrentLevel].Draw(screen) scene.Levels[scene.CurrentLevel].Draw(screen)
// FIXME: put into hud_system
op := &ebiten.DrawImageOptions{}
screen.DrawImage(assets.Assets["hud"], op)
ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
"FPS: %02.f TPS: %02.f",
ebiten.ActualFPS(),
ebiten.ActualTPS(),
), 10, 10)
} }

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@ -52,6 +52,8 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer)) systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewHudSystem(game.World, plan))
mapslice, backupmap := LevelToSlice(game, plan, cellsize) mapslice, backupmap := LevelToSlice(game, plan, cellsize)
return &Level{ return &Level{
@ -105,8 +107,8 @@ func (level *Level) SetupGrid(game *Game) {
level.World.Batch().RemoveEntities(selector) level.World.Batch().RemoveEntities(selector)
// get rid of any players on PlayerObserver. FIXME: remove them in grid.NewGrid()? // get rid of any players on PlayerObserver. FIXME: remove them in grid.NewGrid()?
playerobserver := observers.GetPlayerObserver(level.World) observer := observers.GetGameObserver(level.World)
playerobserver.RemoveEntities() observer.RemoveEntities()
// get rid of possibly manipulated map // get rid of possibly manipulated map
level.RestoreMap() level.RestoreMap()

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@ -71,8 +71,10 @@ func NewGrid(world *ecs.World,
var player *components.Player var player *components.Player
var destroyable *components.Destroyable var destroyable *components.Destroyable
playerobserver := observers.GetPlayerObserver(world) playerID := ecs.ComponentID[components.Player](world)
obstacleobserver := observers.GetObstacleObserver(world) obstacleID := ecs.ComponentID[components.Obstacle](world)
observer := observers.GetGameObserver(world)
for point, tile := range mapslice { for point, tile := range mapslice {
switch tile.Renderable { switch tile.Renderable {
@ -84,7 +86,7 @@ func NewGrid(world *ecs.World,
case tile.Player: case tile.Player:
entity := playermapper.New() entity := playermapper.New()
pos, vel, render, player = playermapper.Get(entity) pos, vel, render, player = playermapper.Get(entity)
playerobserver.AddEntity(entity) observer.AddEntity(entity, playerID)
vel.Speed = config.PLAYERSPEED vel.Speed = config.PLAYERSPEED
player.IsPrimary = tile.IsPrimary player.IsPrimary = tile.IsPrimary
player.Sprites = tile.Tiles player.Sprites = tile.Tiles
@ -97,7 +99,7 @@ func NewGrid(world *ecs.World,
vel.Direction = tile.Direction vel.Direction = tile.Direction
vel.PointingAt = tile.Direction vel.PointingAt = tile.Direction
vel.Speed = config.PLAYERSPEED vel.Speed = config.PLAYERSPEED
obstacleobserver.AddEntity(entity) observer.AddEntity(entity, obstacleID)
case tile.Transient: case tile.Transient:
entity := transmapper.New() entity := transmapper.New()
pos, render, transient = transmapper.Get(entity) pos, render, transient = transmapper.Get(entity)

View File

@ -4,17 +4,33 @@ import (
"openquell/components" "openquell/components"
"github.com/mlange-42/arche/ecs" "github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic" "github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
) )
// Used for global game state // Used for global game state. Also stores mobile entities of the
// current level. The Entities map will be reset on each level
// initialization in grid/grid.go
type GameObserver struct { type GameObserver struct {
World *ecs.World
CurrentLevel, Width int CurrentLevel, Width int
Height, Cellsize, Score int Height, Cellsize, Score int
StopTimer *components.Timer StopTimer *components.Timer
Lost bool // set to true if player is struck or something, by default: win! Lost bool // set to true if player is struck or something, by default: win!
Retry bool Retry bool
NextlevelText string NextlevelText string
Entities map[ecs.ID]map[ecs.Entity]int
}
func (observer *GameObserver) GetListenerCallback(comp ecs.ID) listener.Callback {
return listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observer.RemoveEntity(event.Entity, comp)
},
event.EntityRemoved,
comp,
)
} }
func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int) *GameObserver { func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int) *GameObserver {
@ -24,11 +40,33 @@ func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int)
Width: width, Width: width,
Height: height, Height: height,
Cellsize: cellsize, Cellsize: cellsize,
World: world,
} }
resmanger := generic.NewResource[GameObserver](world) resmanger := generic.NewResource[GameObserver](world)
resmanger.Add(observer) resmanger.Add(observer)
playerID := ecs.ComponentID[components.Player](world)
obstacleID := ecs.ComponentID[components.Obstacle](world)
particleID := ecs.ComponentID[components.Particle](world)
playerListener := observer.GetListenerCallback(playerID)
obstacleListener := observer.GetListenerCallback(obstacleID)
particleListener := observer.GetListenerCallback(particleID)
listen := listener.NewDispatch(
&playerListener,
&obstacleListener,
&particleListener,
)
world.SetListener(&listen)
observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
observer.Entities[playerID] = make(map[ecs.Entity]int)
observer.Entities[obstacleID] = make(map[ecs.Entity]int)
observer.Entities[particleID] = make(map[ecs.Entity]int)
return observer return observer
} }
@ -41,3 +79,45 @@ func GetGameObserver(world *ecs.World) *GameObserver {
func (observer *GameObserver) Gameover() { func (observer *GameObserver) Gameover() {
observer.Lost = true observer.Lost = true
} }
func (observer *GameObserver) AddEntity(entity ecs.Entity, comp ecs.ID) {
observer.Entities[comp][entity] = 1
}
func (observer *GameObserver) RemoveEntity(entity ecs.Entity, comp ecs.ID) {
delete(observer.Entities[comp], entity)
}
func (observer *GameObserver) GetEntities(comp ecs.ID) []ecs.Entity {
keys := make([]ecs.Entity, 0, len(observer.Entities[comp]))
for k, _ := range observer.Entities[comp] {
keys = append(keys, k)
}
return keys
}
func (observer *GameObserver) GetPlayers() []ecs.Entity {
playerID := ecs.ComponentID[components.Player](observer.World)
return observer.GetEntities(playerID)
}
func (observer *GameObserver) GetObstacles() []ecs.Entity {
obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
return observer.GetEntities(obstacleID)
}
func (observer *GameObserver) GetParticles() []ecs.Entity {
particleID := ecs.ComponentID[components.Particle](observer.World)
return observer.GetEntities(particleID)
}
func (observer *GameObserver) RemoveEntities() {
playerID := ecs.ComponentID[components.Player](observer.World)
obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
particleID := ecs.ComponentID[components.Particle](observer.World)
observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
observer.Entities[playerID] = make(map[ecs.Entity]int)
observer.Entities[obstacleID] = make(map[ecs.Entity]int)
observer.Entities[particleID] = make(map[ecs.Entity]int)
}

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@ -1,54 +0,0 @@
package observers
import (
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
)
// will be added as an ecs.Resource to the world so we can use it in
// CollisionSystem to dynamically make it appear or disappear
type ObstacleObserver struct {
// we only have one obstacle so far, if we use multiple ones, turn
// this in to a map, see player_observer.go for an example
Entities map[ecs.Entity]int
}
// Create a new resource of type PlayerObserver which will hold all
// obstacle entities. We also add a Listener which looks for
// EntityRemoved events and if a player gets removed, we also remove
// it from the Entity map in our observer.
func NewObstacleObserver(world *ecs.World) {
observer := &ObstacleObserver{}
observer.Entities = make(map[ecs.Entity]int)
resmanger := generic.NewResource[ObstacleObserver](world)
resmanger.Add(observer)
listen := listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observerID := ecs.ResourceID[ObstacleObserver](world)
observer := world.Resources().Get(observerID).(*ObstacleObserver)
observer.RemoveEntity(event.Entity)
},
event.EntityRemoved,
)
world.SetListener(&listen)
}
func GetObstacleObserver(world *ecs.World) *ObstacleObserver {
observerID := ecs.ResourceID[ObstacleObserver](world)
observer := world.Resources().Get(observerID).(*ObstacleObserver)
return observer
}
func (observer *ObstacleObserver) AddEntity(entity ecs.Entity) {
observer.Entities[entity] = 1
}
func (observer *ObstacleObserver) RemoveEntity(entity ecs.Entity) {
observer.Entities = make(map[ecs.Entity]int)
}

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@ -1,53 +0,0 @@
package observers
import (
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
)
// will be added as an ecs.Resource to the world so we can use it in
// CollisionSystem to dynamically make it appear or disappear
type ParticleObserver struct {
// we only have one particle so far, if we use multiple ones, turn
// this in to a map, see player_observer.go for an example
Entity ecs.Entity
}
// Create a new resource of type PlayerObserver which will hold all
// player entities. We also add a Listener which looks for
// EntityRemoved events and if a player gets removed, we also remove
// it from the Entity map in our observer.
func NewParticleObserver(world *ecs.World) {
observer := &ParticleObserver{}
resmanger := generic.NewResource[ParticleObserver](world)
resmanger.Add(observer)
listen := listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observerID := ecs.ResourceID[ParticleObserver](world)
observer := world.Resources().Get(observerID).(*ParticleObserver)
observer.RemoveEntity(event.Entity)
},
event.EntityRemoved,
)
world.SetListener(&listen)
}
func GetParticleObserver(world *ecs.World) *ParticleObserver {
observerID := ecs.ResourceID[ParticleObserver](world)
observer := world.Resources().Get(observerID).(*ParticleObserver)
return observer
}
func (observer *ParticleObserver) AddEntity(entity ecs.Entity) {
observer.Entity = entity
}
func (observer *ParticleObserver) RemoveEntity(entity ecs.Entity) {
observer.Entity = ecs.Entity{}
}

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@ -1,56 +0,0 @@
package observers
import (
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
)
// will be added as an ecs.Resource to the world so we can use it in
// CollisionSystem to check for player collisions.
type PlayerObserver struct {
Entities map[ecs.Entity]int
}
// Create a new resource of type PlayerObserver which will hold all
// player entities. We also add a Listener which looks for
// EntityRemoved events and if a player gets removed, we also remove
// it from the Entity map in our observer.
func NewPlayerObserver(world *ecs.World) {
observer := &PlayerObserver{}
observer.Entities = make(map[ecs.Entity]int)
resmanger := generic.NewResource[PlayerObserver](world)
resmanger.Add(observer)
listen := listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observerID := ecs.ResourceID[PlayerObserver](world)
observer := world.Resources().Get(observerID).(*PlayerObserver)
observer.RemoveEntity(event.Entity)
},
event.EntityRemoved,
)
world.SetListener(&listen)
}
func GetPlayerObserver(world *ecs.World) *PlayerObserver {
observerID := ecs.ResourceID[PlayerObserver](world)
observer := world.Resources().Get(observerID).(*PlayerObserver)
return observer
}
func (observer *PlayerObserver) AddEntity(entity ecs.Entity) {
observer.Entities[entity] = 1
}
func (observer *PlayerObserver) RemoveEntity(entity ecs.Entity) {
delete(observer.Entities, entity)
}
func (observer *PlayerObserver) RemoveEntities() {
observer.Entities = make(map[ecs.Entity]int)
}

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

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

44
systems/hud_system.go Normal file
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@ -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)
}

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

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