obstacle collision fixes, player alive checks, player remove

workaround, see TODO
This commit is contained in:
2024-02-26 19:07:35 +01:00
parent 0ca5d8f4a0
commit 451b66a53d
5 changed files with 29 additions and 15 deletions

View File

@@ -50,6 +50,10 @@ func (system *CollectibleSystem) Update() error {
colposition, collectible, _ := query.Get()
for player := range playerobserver.Entities {
if !system.World.Alive(player) {
continue
}
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))

View File

@@ -46,13 +46,16 @@ func (system *ObstacleSystem) Update() error {
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 {
if !system.World.Alive(player) {
continue
}
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
@@ -63,11 +66,10 @@ func (system *ObstacleSystem) Update() error {
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)
//slog.Debug("bump not die", "originalpos", playerposition, "newpos", newpos, "obspos", obsposition)
obsvelocity.Set(playervelocity)
playervelocity.Change(Stop)
playerposition.Set(newpos)
@@ -113,11 +115,13 @@ func (system *ObstacleSystem) Update() error {
}
for _, entity := range EntitiesToRemove {
slog.Debug("remove player")
system.World.RemoveEntity(entity)
playerobserver.RemoveEntity(entity)
}
if gameover {
// winner, winner, chicken dinner!
if len(playerobserver.Entities) == 0 {
// lost
timer := gameobserver.StopTimer
if !timer.Running {