started with generic collision_system (not working yet)
This commit is contained in:
parent
0ca5d8f4a0
commit
267e15cc27
14
components/collider.go
Normal file
14
components/collider.go
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@ -0,0 +1,14 @@
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package components
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import "github.com/mlange-42/arche/ecs"
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// if the function returns true, the entity will be removed. The
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// supplied entity is the target entitiy with which the checked one
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// collided.
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type Collider struct {
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CollisionHandler func(*ecs.World, *Position, *Position, *Velocity, ecs.Entity) bool
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EdgeHandler func(*ecs.World, *Position, *Position, *Velocity, ecs.Entity) bool
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PassoverHandler func(*ecs.World, *Position, *Velocity, *ecs.Entity) bool
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PassoverFinishedHandler func(*ecs.World, *Position, *Velocity, *ecs.Entity) bool
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}
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@ -38,6 +38,7 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
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observers.NewPlayerObserver(&world)
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observers.NewPlayerObserver(&world)
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observers.NewParticleObserver(&world)
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observers.NewParticleObserver(&world)
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observers.NewObstacleObserver(&world)
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observers.NewObstacleObserver(&world)
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observers.NewEntityObserver(&world)
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game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
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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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game.Scenes[Welcome] = NewWelcomeScene(game)
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@ -41,6 +41,9 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
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systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
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systemlist = append(systemlist,
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systems.NewCollisionSystem(game.World, gridcontainer))
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systemlist = append(systemlist,
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systemlist = append(systemlist,
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systems.NewPlayerSystem(game.World, gridcontainer))
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systems.NewPlayerSystem(game.World, gridcontainer))
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16
grid/grid.go
16
grid/grid.go
@ -6,6 +6,7 @@ import (
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"openquell/assets"
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"openquell/assets"
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"openquell/components"
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"openquell/components"
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"openquell/config"
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"openquell/config"
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"openquell/handlers"
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"openquell/observers"
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"openquell/observers"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs"
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@ -29,11 +30,12 @@ func NewGrid(world *ecs.World,
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// we use this to turn our tiles into iterable entities, used for
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// we use this to turn our tiles into iterable entities, used for
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// collision detection, transformation and other things
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// collision detection, transformation and other things
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playermapper := generic.NewMap4[
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playermapper := generic.NewMap5[
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components.Position,
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components.Position,
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components.Velocity,
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components.Velocity,
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components.Renderable,
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components.Renderable,
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components.Player](world)
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components.Player,
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components.Collider](world)
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solidmapper := generic.NewMap4[
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solidmapper := generic.NewMap4[
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components.Position,
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components.Position,
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@ -70,9 +72,11 @@ func NewGrid(world *ecs.World,
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var transient *components.Transient
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var transient *components.Transient
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var player *components.Player
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var player *components.Player
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var destroyable *components.Destroyable
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var destroyable *components.Destroyable
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var collider *components.Collider
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playerobserver := observers.GetPlayerObserver(world)
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playerobserver := observers.GetPlayerObserver(world)
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obstacleobserver := observers.GetObstacleObserver(world)
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obstacleobserver := observers.GetObstacleObserver(world)
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entityobserver := observers.GetEntityObserver(world)
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for point, tile := range mapslice {
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for point, tile := range mapslice {
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switch tile.Renderable {
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switch tile.Renderable {
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@ -83,14 +87,17 @@ func NewGrid(world *ecs.World,
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pos, render, _, _ = solidmapper.Get(entity)
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pos, render, _, _ = solidmapper.Get(entity)
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case tile.Player:
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case tile.Player:
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entity := playermapper.New()
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entity := playermapper.New()
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pos, vel, render, player = playermapper.Get(entity)
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pos, vel, render, player, collider = playermapper.Get(entity)
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playerobserver.AddEntity(entity)
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playerobserver.AddEntity(entity)
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vel.Speed = config.PLAYERSPEED
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vel.Speed = config.PLAYERSPEED
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player.IsPrimary = tile.IsPrimary
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player.IsPrimary = tile.IsPrimary
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player.Sprites = tile.Tiles
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player.Sprites = tile.Tiles
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collider.CollisionHandler = handlers.HandlePlayerCollision
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collider.EdgeHandler = handlers.HandlePlayerEdgeBump
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case tile.Collectible:
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case tile.Collectible:
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entity := colmapper.New()
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entity := colmapper.New()
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pos, render, _ = colmapper.Get(entity)
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pos, render, _ = colmapper.Get(entity)
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entityobserver.AddEntity(entity)
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case tile.Obstacle:
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case tile.Obstacle:
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entity := obsmapper.New()
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entity := obsmapper.New()
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pos, vel, render, _ = obsmapper.Get(entity)
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pos, vel, render, _ = obsmapper.Get(entity)
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@ -98,14 +105,17 @@ func NewGrid(world *ecs.World,
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vel.PointingAt = tile.Direction
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vel.PointingAt = tile.Direction
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vel.Speed = config.PLAYERSPEED
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vel.Speed = config.PLAYERSPEED
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obstacleobserver.AddEntity(entity)
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obstacleobserver.AddEntity(entity)
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entityobserver.AddEntity(entity)
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case tile.Transient:
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case tile.Transient:
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entity := transmapper.New()
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entity := transmapper.New()
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pos, render, transient = transmapper.Get(entity)
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pos, render, transient = transmapper.Get(entity)
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transient.Sprites = tile.TileNames
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transient.Sprites = tile.TileNames
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entityobserver.AddEntity(entity)
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case tile.Destroyable:
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case tile.Destroyable:
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entity := doormapper.New()
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entity := doormapper.New()
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pos, render, destroyable = doormapper.Get(entity)
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pos, render, destroyable = doormapper.Get(entity)
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destroyable.Sprites = tile.Tiles
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destroyable.Sprites = tile.Tiles
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entityobserver.AddEntity(entity)
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default:
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default:
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log.Fatalln("unsupported tile type encountered")
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log.Fatalln("unsupported tile type encountered")
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}
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}
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25
handlers/collectible_handler.go
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25
handlers/collectible_handler.go
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@ -0,0 +1,25 @@
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package handlers
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import (
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"openquell/components"
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. "openquell/config"
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)
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// type Collider struct {
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// CollisionHandler func(*Position, *Position, *Velocity) bool
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// EdgeHandler func(*Position, *Position, *Velocity) bool
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// PassoverHandler func(*Position, *Velocity) bool
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// PassoverFinishedHandler func(*Position, *Velocity) bool
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// }
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func HandleCollectibleCollision(pos, newpos *components.Position, velocity *components.Velocity) bool {
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pos.Set(newpos)
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velocity.Change(Stop)
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return true
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}
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func HandleCollectibleEdgeBump(pos, newpos *components.Position, velocity *components.Velocity) bool {
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pos.Set(newpos)
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return true
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}
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72
handlers/player_handler.go
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72
handlers/player_handler.go
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@ -0,0 +1,72 @@
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package handlers
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import (
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"openquell/components"
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. "openquell/config"
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"openquell/util"
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"log/slog"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/generic"
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)
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// type Collider struct {
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// CollisionHandler func(*Position, *Position, *Velocity) bool
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// EdgeHandler func(*Position, *Position, *Velocity) bool
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// PassoverHandler func(*Position, *Velocity) bool
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// PassoverFinishedHandler func(*Position, *Velocity) bool
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// }
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func HandlePlayerCollision(world *ecs.World, pos, newpos *components.Position,
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velocity *components.Velocity, target ecs.Entity) bool {
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velmapper := generic.NewMap[components.Velocity](world)
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wallmapper := generic.NewMap[components.Solid](world)
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obsmapper := generic.NewMap[components.Obstacle](world)
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if wallmapper.Has(target) {
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pos.Set(newpos)
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velocity.Change(Stop)
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return true
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}
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if obsmapper.Has(target) {
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obsvelocity := velmapper.Get(target)
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if CheckObstacleSide(velocity, obsvelocity.Direction) {
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// player died
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return false
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} else {
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// bumped into nonlethal obstacle side, stop the
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// player, set the obstacle in motion, if possible
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obsvelocity.Set(velocity)
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velocity.Change(Stop)
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pos.Set(newpos)
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}
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}
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return true
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}
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func HandlePlayerEdgeBump(world *ecs.World, playerpos,
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newpos *components.Position, velocity *components.Velocity, target ecs.Entity) bool {
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playerpos.Set(newpos)
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return true
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}
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func CheckObstacleSide(playervelocity *components.Velocity, obsdirection int) bool {
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movingdirection := playervelocity.InvertDirection()
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if movingdirection == Stop || movingdirection == obsdirection {
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slog.Debug("Damaging obstacle collision",
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"playerdirection", util.DirectionStr(playervelocity.Direction),
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"obsdirection", util.DirectionStr(obsdirection),
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"movingdirection", util.DirectionStr(movingdirection),
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)
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return true
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}
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return false
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}
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50
observers/entity_observer.go
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50
observers/entity_observer.go
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@ -0,0 +1,50 @@
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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 EntityObserver 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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func NewEntityObserver(world *ecs.World) {
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observer := &EntityObserver{}
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observer.Entities = make(map[ecs.Entity]int)
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resmanger := generic.NewResource[EntityObserver](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[EntityObserver](world)
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observer := world.Resources().Get(observerID).(*EntityObserver)
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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 GetEntityObserver(world *ecs.World) *EntityObserver {
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observerID := ecs.ResourceID[EntityObserver](world)
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observer := world.Resources().Get(observerID).(*EntityObserver)
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return observer
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}
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func (observer *EntityObserver) AddEntity(entity ecs.Entity) {
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observer.Entities[entity] = 1
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}
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func (observer *EntityObserver) RemoveEntity(entity ecs.Entity) {
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observer.Entities = make(map[ecs.Entity]int)
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}
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92
systems/collision_system.go
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92
systems/collision_system.go
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@ -0,0 +1,92 @@
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package systems
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import (
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"openquell/components"
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. "openquell/components"
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"openquell/grid"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/generic"
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)
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type CollisionSystem struct {
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World *ecs.World
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Selector *generic.Filter4[Position, Velocity, Renderable, Collider]
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GridContainer *grid.GridContainer
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}
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func NewCollisionSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
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system := &CollisionSystem{
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Selector: generic.NewFilter4[Position, Velocity, Renderable, Collider](),
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GridContainer: gridcontainer,
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World: world,
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}
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return system
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}
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func (system CollisionSystem) Update() error {
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entityobserver := observers.GetEntityObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
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EntitiesToRemove := []ecs.Entity{}
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query := system.Selector.Query(system.World)
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for query.Next() {
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position, velocity, _, handler := query.Get()
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if velocity.Moving() {
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// check if we bump agains the screen edge
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ok, newpos := system.GridContainer.Grid.BumpEdge(position, velocity)
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if ok {
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if handler.EdgeHandler != nil {
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if !handler.EdgeHandler(system.World, position, newpos, velocity, query.Entity()) {
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EntitiesToRemove = append(EntitiesToRemove, query.Entity())
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}
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}
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} else {
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// check if we collide with some solid entity
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ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(position, velocity, true)
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if ok {
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intersects, newpos := tilepos.Intersects(position, velocity)
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if intersects {
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if handler.CollisionHandler != nil {
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if !handler.CollisionHandler(system.World, position, newpos, velocity, query.Entity()) {
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EntitiesToRemove = append(EntitiesToRemove, query.Entity())
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}
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}
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}
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}
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}
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// check if current entity bumps into another entity
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for foreign_entity := range entityobserver.Entities {
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if foreign_entity == query.Entity() {
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// don't check entity against itself
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continue
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}
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foreign_position := (*Position)(system.World.Get(foreign_entity, posID))
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ok, newpos := foreign_position.Intersects(position, velocity)
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if ok {
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if handler.CollisionHandler != nil {
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if !handler.CollisionHandler(system.World, position, newpos, velocity, foreign_entity) {
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EntitiesToRemove = append(EntitiesToRemove, query.Entity())
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}
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}
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}
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}
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}
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}
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for _, entity := range EntitiesToRemove {
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system.World.RemoveEntity(entity)
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}
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return nil
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}
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func (system *CollisionSystem) Draw(screen *ebiten.Image) {}
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@ -34,86 +34,16 @@ func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) Syst
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func (system *ObstacleSystem) Update() error {
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func (system *ObstacleSystem) Update() error {
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playerobserver := observers.GetPlayerObserver(system.World)
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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obstacleobserver := observers.GetObstacleObserver(system.World)
|
|
||||||
|
|
||||||
if gameobserver.Lost {
|
if gameobserver.Lost {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
posID := ecs.ComponentID[components.Position](system.World)
|
var gameover bool
|
||||||
veloID := ecs.ComponentID[components.Velocity](system.World)
|
|
||||||
|
|
||||||
EntitiesToRemove := []ecs.Entity{}
|
if len(playerobserver.Entities) == 0 {
|
||||||
|
// FIXME: check this in game or elsewhere
|
||||||
query := system.Selector.Query(system.World)
|
gameover = true
|
||||||
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 gameover {
|
if gameover {
|
||||||
|
|||||||
@ -59,7 +59,7 @@ func (system PlayerSystem) Update() error {
|
|||||||
// check player movements etc
|
// check player movements etc
|
||||||
query = system.Selector.Query(system.World)
|
query = system.Selector.Query(system.World)
|
||||||
for query.Next() {
|
for query.Next() {
|
||||||
playerposition, velocity, player, _ := query.Get()
|
_, velocity, player, _ := query.Get()
|
||||||
|
|
||||||
if !player.IsPrimary {
|
if !player.IsPrimary {
|
||||||
continue
|
continue
|
||||||
@ -96,28 +96,6 @@ func (system PlayerSystem) Update() error {
|
|||||||
// other keys: <tab>: switch player, etc
|
// 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)
|
query = system.Selector.Query(system.World)
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user