started with generic collision_system (not working yet)

This commit is contained in:
2024-02-26 18:31:36 +01:00
parent 0ca5d8f4a0
commit 267e15cc27
10 changed files with 275 additions and 100 deletions

View File

@@ -0,0 +1,92 @@
package systems
import (
"openquell/components"
. "openquell/components"
"openquell/grid"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type CollisionSystem struct {
World *ecs.World
Selector *generic.Filter4[Position, Velocity, Renderable, Collider]
GridContainer *grid.GridContainer
}
func NewCollisionSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
system := &CollisionSystem{
Selector: generic.NewFilter4[Position, Velocity, Renderable, Collider](),
GridContainer: gridcontainer,
World: world,
}
return system
}
func (system CollisionSystem) Update() error {
entityobserver := observers.GetEntityObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
for query.Next() {
position, velocity, _, handler := query.Get()
if velocity.Moving() {
// check if we bump agains the screen edge
ok, newpos := system.GridContainer.Grid.BumpEdge(position, velocity)
if ok {
if handler.EdgeHandler != nil {
if !handler.EdgeHandler(system.World, position, newpos, velocity, query.Entity()) {
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
} else {
// check if we collide with some solid entity
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(position, velocity, true)
if ok {
intersects, newpos := tilepos.Intersects(position, velocity)
if intersects {
if handler.CollisionHandler != nil {
if !handler.CollisionHandler(system.World, position, newpos, velocity, query.Entity()) {
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
}
}
}
// check if current entity bumps into another entity
for foreign_entity := range entityobserver.Entities {
if foreign_entity == query.Entity() {
// don't check entity against itself
continue
}
foreign_position := (*Position)(system.World.Get(foreign_entity, posID))
ok, newpos := foreign_position.Intersects(position, velocity)
if ok {
if handler.CollisionHandler != nil {
if !handler.CollisionHandler(system.World, position, newpos, velocity, foreign_entity) {
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
}
}
}
}
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
}
return nil
}
func (system *CollisionSystem) Draw(screen *ebiten.Image) {}

View File

@@ -34,86 +34,16 @@ 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)
if gameobserver.Lost {
return nil
}
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
var gameover bool
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
gameover := false
for query.Next() {
obsposition, obsvelocity, _, _ := query.Get()
// check if one player has bumped into current obstacle
for player := range playerobserver.Entities {
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, newpos := obsposition.Intersects(playerposition, playervelocity)
if ok {
// slog.Debug("bumped into obstacle", "obstacle", obstacle)
if CheckObstacleSide(playervelocity, obsvelocity.Direction) {
// player died
EntitiesToRemove = append(EntitiesToRemove, player)
gameover = true
} else {
// bumped into nonlethal obstacle side, stop the
// player, set the obstacle in motion, if possible
slog.Debug("bump not die", "originalpos", playerposition)
obsvelocity.Set(playervelocity)
playervelocity.Change(Stop)
playerposition.Set(newpos)
}
}
}
// check if current obstacle bumped into another obstacle
for foreign_obstacle := range obstacleobserver.Entities {
if foreign_obstacle == query.Entity() {
// don't check obstacle against itself
continue
}
foreign_obstacle_position := (*Position)(system.World.Get(foreign_obstacle, posID))
ok, newpos := foreign_obstacle_position.Intersects(obsposition, obsvelocity)
if ok {
//slog.Debug("bumped into foreign obstacle", "obstacle", foreign_obstacle)
obsposition.Set(newpos)
obsvelocity.ResetDirectionAndStop()
}
}
// FIXME: this is the same loop as in player_system, unite the
// two, just iterate over all entities with pos,vel,render, dammit
if obsvelocity.Moving() {
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(obsposition, obsvelocity, true)
if ok {
intersects, newpos := tilepos.Intersects(obsposition, obsvelocity)
if intersects {
// slog.Debug("collision with foreign obstacle detected", "tile",
// tilepos, "obs", obsposition, "new", newpos)
obsposition.Set(newpos)
obsvelocity.ResetDirectionAndStop()
}
}
obsposition.Move(obsvelocity)
}
}
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
if len(playerobserver.Entities) == 0 {
// FIXME: check this in game or elsewhere
gameover = true
}
if gameover {

View File

@@ -59,7 +59,7 @@ func (system PlayerSystem) Update() error {
// check player movements etc
query = system.Selector.Query(system.World)
for query.Next() {
playerposition, velocity, player, _ := query.Get()
_, velocity, player, _ := query.Get()
if !player.IsPrimary {
continue
@@ -96,28 +96,6 @@ func (system PlayerSystem) Update() error {
// other keys: <tab>: switch player, etc
}
}
if velocity.Moving() {
ok, newpos := system.GridContainer.Grid.BumpEdge(playerposition, velocity)
if ok {
//slog.Debug("falling off the edge", "newpos", newpos)
playerposition.Set(newpos)
} else {
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
if ok {
slog.Debug("HaveSolidNeighbor", "ok", ok, "tilepos",
tilepos.Point(), "playerpos", playerposition)
intersects, newpos := tilepos.Intersects(playerposition, velocity)
if intersects {
// slog.Debug("collision detected", "tile",
// tilepos, "player", playerposition, "new", newpos)
playerposition.Set(newpos)
velocity.Change(Stop)
}
}
}
}
}
query = system.Selector.Query(system.World)