fixed player loop detection, added more levels
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3
TODO.md
3
TODO.md
@ -24,7 +24,10 @@
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- Turn menu button in hud_system (events in level_scene!) into ebitenui button
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- Obstacle don't stop at collectibles
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- Player can collect collectible hidden under obstacle (should be
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fixed when above is fixed)
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## Collider Rework [abandoned: see branch collider-system, fails]
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File diff suppressed because it is too large
Load Diff
@ -16,7 +16,7 @@ const (
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const PLAYERSPEED int = 5
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const PARTICLE_LOOPWAIT time.Duration = 250 * time.Millisecond
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const LEVEL_END_WAIT time.Duration = 500 * time.Millisecond
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const version string = "1.2.0"
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const version string = "1.2.1"
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const MenuRectX int = 600
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const MenuRectY int = 0
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@ -77,10 +77,16 @@ func (system PlayerSystem) Update() error {
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if count > 1 {
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// check if player collides with another player, fuse them if any
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EntitiesToRemove = system.CheckPlayerCollision(playerposition, velocity, query.Entity())
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if len(EntitiesToRemove) > 0 {
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slog.Debug("other player collision")
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}
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} else {
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// only 1 player left or one is max
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EntitiesToRemove = system.CheckPlayerLooping(
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playerposition, velocity, player, query.Entity())
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if len(EntitiesToRemove) > 0 {
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slog.Debug("player loops", "entities", EntitiesToRemove)
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}
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}
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if !velocity.Moving() {
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@ -250,8 +256,11 @@ func (system *PlayerSystem) CheckPlayerLooping(
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max = system.Height
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}
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max += system.GridContainer.Grid.Tilesize * 5
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// we haved moved one time around the whole screen, loose
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if (player.LoopCount * velocity.Speed) > max {
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slog.Debug("loop?", "loopcount", player.LoopCount, "speed", velocity.Speed, "max", max)
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EntitiesToRemove = append(EntitiesToRemove, entity)
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}
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}
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