added hud system, turned all observers into one central observer
This commit is contained in:
parent
451b66a53d
commit
18be0ebe38
@ -35,9 +35,9 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
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Config: cfg,
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}
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observers.NewPlayerObserver(&world)
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observers.NewParticleObserver(&world)
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observers.NewObstacleObserver(&world)
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// observers.NewPlayerObserver(&world)
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// observers.NewParticleObserver(&world)
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// observers.NewObstacleObserver(&world)
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game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
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game.Scenes[Welcome] = NewWelcomeScene(game)
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@ -1,12 +1,10 @@
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package game
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import (
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"fmt"
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"log/slog"
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"openquell/assets"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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type LevelScene struct {
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@ -81,13 +79,4 @@ func (scene *LevelScene) Draw(screen *ebiten.Image) {
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screen.Clear()
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scene.Levels[scene.CurrentLevel].Draw(screen)
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// FIXME: put into hud_system
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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",
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ebiten.ActualFPS(),
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ebiten.ActualTPS(),
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), 10, 10)
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}
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@ -52,6 +52,8 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
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systemlist = append(systemlist, systems.NewHudSystem(game.World, plan))
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mapslice, backupmap := LevelToSlice(game, plan, cellsize)
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return &Level{
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@ -105,8 +107,8 @@ func (level *Level) SetupGrid(game *Game) {
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level.World.Batch().RemoveEntities(selector)
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// get rid of any players on PlayerObserver. FIXME: remove them in grid.NewGrid()?
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playerobserver := observers.GetPlayerObserver(level.World)
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playerobserver.RemoveEntities()
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observer := observers.GetGameObserver(level.World)
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observer.RemoveEntities()
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// get rid of possibly manipulated map
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level.RestoreMap()
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10
grid/grid.go
10
grid/grid.go
@ -71,8 +71,10 @@ func NewGrid(world *ecs.World,
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var player *components.Player
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var destroyable *components.Destroyable
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playerobserver := observers.GetPlayerObserver(world)
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obstacleobserver := observers.GetObstacleObserver(world)
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playerID := ecs.ComponentID[components.Player](world)
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obstacleID := ecs.ComponentID[components.Obstacle](world)
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observer := observers.GetGameObserver(world)
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for point, tile := range mapslice {
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switch tile.Renderable {
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@ -84,7 +86,7 @@ func NewGrid(world *ecs.World,
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case tile.Player:
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entity := playermapper.New()
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pos, vel, render, player = playermapper.Get(entity)
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playerobserver.AddEntity(entity)
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observer.AddEntity(entity, playerID)
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vel.Speed = config.PLAYERSPEED
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player.IsPrimary = tile.IsPrimary
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player.Sprites = tile.Tiles
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@ -97,7 +99,7 @@ func NewGrid(world *ecs.World,
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vel.Direction = tile.Direction
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vel.PointingAt = tile.Direction
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vel.Speed = config.PLAYERSPEED
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obstacleobserver.AddEntity(entity)
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observer.AddEntity(entity, obstacleID)
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case tile.Transient:
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entity := transmapper.New()
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pos, render, transient = transmapper.Get(entity)
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@ -4,17 +4,33 @@ import (
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"openquell/components"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs/event"
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"github.com/mlange-42/arche/generic"
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"github.com/mlange-42/arche/listener"
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)
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// Used for global game state
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// Used for global game state. Also stores mobile entities of the
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// current level. The Entities map will be reset on each level
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// initialization in grid/grid.go
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type GameObserver struct {
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World *ecs.World
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CurrentLevel, Width int
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Height, Cellsize, Score int
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StopTimer *components.Timer
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Lost bool // set to true if player is struck or something, by default: win!
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Retry bool
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NextlevelText string
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Entities map[ecs.ID]map[ecs.Entity]int
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}
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func (observer *GameObserver) GetListenerCallback(comp ecs.ID) listener.Callback {
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return listener.NewCallback(
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func(world *ecs.World, event ecs.EntityEvent) {
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observer.RemoveEntity(event.Entity, comp)
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},
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event.EntityRemoved,
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comp,
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)
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}
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func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int) *GameObserver {
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@ -24,11 +40,33 @@ func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int)
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Width: width,
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Height: height,
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Cellsize: cellsize,
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World: world,
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}
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resmanger := generic.NewResource[GameObserver](world)
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resmanger.Add(observer)
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playerID := ecs.ComponentID[components.Player](world)
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obstacleID := ecs.ComponentID[components.Obstacle](world)
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particleID := ecs.ComponentID[components.Particle](world)
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playerListener := observer.GetListenerCallback(playerID)
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obstacleListener := observer.GetListenerCallback(obstacleID)
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particleListener := observer.GetListenerCallback(particleID)
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listen := listener.NewDispatch(
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&playerListener,
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&obstacleListener,
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&particleListener,
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)
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world.SetListener(&listen)
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observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
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observer.Entities[playerID] = make(map[ecs.Entity]int)
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observer.Entities[obstacleID] = make(map[ecs.Entity]int)
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observer.Entities[particleID] = make(map[ecs.Entity]int)
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return observer
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}
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@ -41,3 +79,45 @@ func GetGameObserver(world *ecs.World) *GameObserver {
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func (observer *GameObserver) Gameover() {
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observer.Lost = true
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}
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func (observer *GameObserver) AddEntity(entity ecs.Entity, comp ecs.ID) {
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observer.Entities[comp][entity] = 1
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}
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func (observer *GameObserver) RemoveEntity(entity ecs.Entity, comp ecs.ID) {
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delete(observer.Entities[comp], entity)
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}
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func (observer *GameObserver) GetEntities(comp ecs.ID) []ecs.Entity {
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keys := make([]ecs.Entity, 0, len(observer.Entities[comp]))
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for k, _ := range observer.Entities[comp] {
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keys = append(keys, k)
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}
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return keys
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}
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func (observer *GameObserver) GetPlayers() []ecs.Entity {
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playerID := ecs.ComponentID[components.Player](observer.World)
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return observer.GetEntities(playerID)
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}
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func (observer *GameObserver) GetObstacles() []ecs.Entity {
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obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
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return observer.GetEntities(obstacleID)
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}
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func (observer *GameObserver) GetParticles() []ecs.Entity {
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particleID := ecs.ComponentID[components.Particle](observer.World)
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return observer.GetEntities(particleID)
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}
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func (observer *GameObserver) RemoveEntities() {
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playerID := ecs.ComponentID[components.Player](observer.World)
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obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
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particleID := ecs.ComponentID[components.Particle](observer.World)
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observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
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observer.Entities[playerID] = make(map[ecs.Entity]int)
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observer.Entities[obstacleID] = make(map[ecs.Entity]int)
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observer.Entities[particleID] = make(map[ecs.Entity]int)
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}
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@ -1,54 +0,0 @@
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package observers
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import (
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs/event"
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"github.com/mlange-42/arche/generic"
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"github.com/mlange-42/arche/listener"
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)
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// will be added as an ecs.Resource to the world so we can use it in
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// CollisionSystem to dynamically make it appear or disappear
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type ObstacleObserver struct {
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// we only have one obstacle so far, if we use multiple ones, turn
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// this in to a map, see player_observer.go for an example
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Entities map[ecs.Entity]int
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}
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// Create a new resource of type PlayerObserver which will hold all
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// obstacle entities. We also add a Listener which looks for
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// EntityRemoved events and if a player gets removed, we also remove
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// it from the Entity map in our observer.
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func NewObstacleObserver(world *ecs.World) {
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observer := &ObstacleObserver{}
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observer.Entities = make(map[ecs.Entity]int)
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resmanger := generic.NewResource[ObstacleObserver](world)
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resmanger.Add(observer)
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listen := listener.NewCallback(
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func(world *ecs.World, event ecs.EntityEvent) {
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observerID := ecs.ResourceID[ObstacleObserver](world)
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observer := world.Resources().Get(observerID).(*ObstacleObserver)
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observer.RemoveEntity(event.Entity)
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},
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event.EntityRemoved,
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)
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world.SetListener(&listen)
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}
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func GetObstacleObserver(world *ecs.World) *ObstacleObserver {
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observerID := ecs.ResourceID[ObstacleObserver](world)
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observer := world.Resources().Get(observerID).(*ObstacleObserver)
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return observer
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}
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func (observer *ObstacleObserver) AddEntity(entity ecs.Entity) {
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observer.Entities[entity] = 1
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}
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func (observer *ObstacleObserver) RemoveEntity(entity ecs.Entity) {
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observer.Entities = make(map[ecs.Entity]int)
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}
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@ -1,53 +0,0 @@
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package observers
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import (
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs/event"
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"github.com/mlange-42/arche/generic"
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"github.com/mlange-42/arche/listener"
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)
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// will be added as an ecs.Resource to the world so we can use it in
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// CollisionSystem to dynamically make it appear or disappear
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type ParticleObserver struct {
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// we only have one particle so far, if we use multiple ones, turn
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// this in to a map, see player_observer.go for an example
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Entity ecs.Entity
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}
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// Create a new resource of type PlayerObserver which will hold all
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// player entities. We also add a Listener which looks for
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// EntityRemoved events and if a player gets removed, we also remove
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// it from the Entity map in our observer.
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func NewParticleObserver(world *ecs.World) {
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observer := &ParticleObserver{}
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resmanger := generic.NewResource[ParticleObserver](world)
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resmanger.Add(observer)
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listen := listener.NewCallback(
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func(world *ecs.World, event ecs.EntityEvent) {
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observerID := ecs.ResourceID[ParticleObserver](world)
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observer := world.Resources().Get(observerID).(*ParticleObserver)
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observer.RemoveEntity(event.Entity)
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},
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event.EntityRemoved,
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)
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world.SetListener(&listen)
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}
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func GetParticleObserver(world *ecs.World) *ParticleObserver {
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observerID := ecs.ResourceID[ParticleObserver](world)
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observer := world.Resources().Get(observerID).(*ParticleObserver)
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return observer
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}
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func (observer *ParticleObserver) AddEntity(entity ecs.Entity) {
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observer.Entity = entity
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}
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func (observer *ParticleObserver) RemoveEntity(entity ecs.Entity) {
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observer.Entity = ecs.Entity{}
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}
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@ -1,56 +0,0 @@
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package observers
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import (
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs/event"
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"github.com/mlange-42/arche/generic"
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"github.com/mlange-42/arche/listener"
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)
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// will be added as an ecs.Resource to the world so we can use it in
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// CollisionSystem to check for player collisions.
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type PlayerObserver struct {
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Entities map[ecs.Entity]int
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}
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// Create a new resource of type PlayerObserver which will hold all
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// player entities. We also add a Listener which looks for
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// EntityRemoved events and if a player gets removed, we also remove
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// it from the Entity map in our observer.
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func NewPlayerObserver(world *ecs.World) {
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observer := &PlayerObserver{}
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observer.Entities = make(map[ecs.Entity]int)
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resmanger := generic.NewResource[PlayerObserver](world)
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resmanger.Add(observer)
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listen := listener.NewCallback(
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func(world *ecs.World, event ecs.EntityEvent) {
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observerID := ecs.ResourceID[PlayerObserver](world)
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observer := world.Resources().Get(observerID).(*PlayerObserver)
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observer.RemoveEntity(event.Entity)
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},
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event.EntityRemoved,
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)
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world.SetListener(&listen)
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}
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func GetPlayerObserver(world *ecs.World) *PlayerObserver {
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observerID := ecs.ResourceID[PlayerObserver](world)
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observer := world.Resources().Get(observerID).(*PlayerObserver)
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return observer
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}
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func (observer *PlayerObserver) AddEntity(entity ecs.Entity) {
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observer.Entities[entity] = 1
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}
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func (observer *PlayerObserver) RemoveEntity(entity ecs.Entity) {
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delete(observer.Entities, entity)
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}
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func (observer *PlayerObserver) RemoveEntities() {
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observer.Entities = make(map[ecs.Entity]int)
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}
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@ -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{
|
||||
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)
|
||||
}
|
||||
@ -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
|
||||
|
||||
@ -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
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user