two players fuse now if they collide

This commit is contained in:
Thomas von Dein 2024-02-27 17:28:18 +01:00
parent ac88a74bd7
commit 5d2475d525

View File

@ -2,9 +2,11 @@ package systems
import ( import (
"log/slog" "log/slog"
"openquell/components"
. "openquell/components" . "openquell/components"
. "openquell/config" . "openquell/config"
"openquell/grid" "openquell/grid"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/inpututil"
@ -29,6 +31,67 @@ func NewPlayerSystem(world *ecs.World, gridcontainer *grid.GridContainer) System
} }
func (system PlayerSystem) Update() error { func (system PlayerSystem) Update() error {
var EntitiesToRemove []ecs.Entity
// check if we need to switch player[s]
system.SwitchPlayers()
// check player movements etc
query := system.Selector.Query(system.World)
count := query.Count()
for query.Next() {
playerposition, velocity, player, _ := query.Get()
if !player.IsPrimary {
continue
}
// check if the user alters or initiates movement
system.CheckMovement(velocity)
// check if player collides with walls or edges
system.CheckGridCollision(playerposition, velocity)
if count > 1 {
// check if player collides with another player, fuse them if any
EntitiesToRemove = system.CheckPlayerCollision(playerposition, velocity, query.Entity())
}
}
// 2nd pass: move player after obstacle or collectible updates
query = system.Selector.Query(system.World)
for query.Next() {
playerposition, velocity, _, _ := query.Get()
playerposition.Move(velocity)
}
// we may have lost players, remove them here
for _, entity := range EntitiesToRemove {
slog.Debug("remove player", "ent", entity.IsZero())
system.World.RemoveEntity(entity)
}
return nil
}
func (system *PlayerSystem) Draw(screen *ebiten.Image) {
// write the movable tiles
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, _, _, sprite := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
func (system *PlayerSystem) SwitchPlayers() {
// first check if we need to switch player // first check if we need to switch player
switchable := false switchable := false
query := system.Selector.Query(system.World) query := system.Selector.Query(system.World)
@ -65,92 +128,77 @@ func (system PlayerSystem) Update() error {
} }
} }
} }
}
// check player movements etc func (system *PlayerSystem) CheckMovement(velocity *components.Velocity) {
query = system.Selector.Query(system.World) if !velocity.Moving() {
for query.Next() { switch {
playerposition, velocity, player, _ := query.Get() case ebiten.IsKeyPressed(ebiten.KeyRight):
velocity.Change(East)
if !player.IsPrimary { case ebiten.IsKeyPressed(ebiten.KeyLeft):
continue velocity.Change(West)
case ebiten.IsKeyPressed(ebiten.KeyDown):
velocity.Change(South)
case ebiten.IsKeyPressed(ebiten.KeyUp):
velocity.Change(North)
} }
}
}
if !velocity.Moving() { func (system *PlayerSystem) CheckGridCollision(
switch { playerposition *components.Position,
case ebiten.IsKeyPressed(ebiten.KeyRight): velocity *components.Velocity) {
velocity.Change(East)
case ebiten.IsKeyPressed(ebiten.KeyLeft):
velocity.Change(West)
case ebiten.IsKeyPressed(ebiten.KeyDown):
velocity.Change(South)
case ebiten.IsKeyPressed(ebiten.KeyUp):
velocity.Change(North)
case ebiten.IsKeyPressed(ebiten.Key1):
velocity.Speed = 1
case ebiten.IsKeyPressed(ebiten.Key2):
velocity.Speed = 2
case ebiten.IsKeyPressed(ebiten.Key3):
velocity.Speed = 3
case ebiten.IsKeyPressed(ebiten.Key4):
velocity.Speed = 4
case ebiten.IsKeyPressed(ebiten.Key5):
velocity.Speed = 5
case ebiten.IsKeyPressed(ebiten.Key6):
velocity.Speed = 6
case ebiten.IsKeyPressed(ebiten.Key7):
velocity.Speed = 7
case ebiten.IsKeyPressed(ebiten.Key8):
velocity.Speed = 8
case ebiten.IsKeyPressed(ebiten.Key9):
velocity.Speed = 9
// other keys: <tab>: switch player, etc
}
}
if velocity.Moving() { if velocity.Moving() {
ok, newpos := system.GridContainer.Grid.BumpEdge(playerposition, velocity) 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 { if ok {
//slog.Debug("falling off the edge", "newpos", newpos) slog.Debug("HaveSolidNeighbor", "ok", ok, "tilepos",
playerposition.Set(newpos) tilepos.Point(), "playerpos", playerposition)
} else { intersects, newpos := tilepos.Intersects(playerposition, velocity)
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(playerposition, velocity, true) if intersects {
if ok { // slog.Debug("collision detected", "tile",
slog.Debug("HaveSolidNeighbor", "ok", ok, "tilepos", // tilepos, "player", playerposition, "new", newpos)
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) playerposition.Set(newpos)
velocity.Change(Stop) velocity.Change(Stop)
}
} }
} }
} }
} }
query = system.Selector.Query(system.World)
for query.Next() {
// move player after obstacle or collectible updates
playerposition, velocity, _, _ := query.Get()
playerposition.Move(velocity)
}
return nil
} }
func (system *PlayerSystem) Draw(screen *ebiten.Image) { func (system *PlayerSystem) CheckPlayerCollision(
// write the movable tiles position *components.Position,
op := &ebiten.DrawImageOptions{} velocity *components.Velocity,
query := system.Selector.Query(system.World) player ecs.Entity) []ecs.Entity {
for query.Next() { observer := observers.GetGameObserver(system.World)
pos, _, _, sprite := query.Get() posID := ecs.ComponentID[components.Position](system.World)
EntitiesToRemove := []ecs.Entity{}
op.GeoM.Reset() for _, otherplayer := range observer.GetPlayers() {
op.GeoM.Translate(float64(pos.X), float64(pos.Y)) if !system.World.Alive(otherplayer) {
continue
}
screen.DrawImage(sprite.Image, op) if otherplayer == player {
continue
}
otherposition := (*Position)(system.World.Get(otherplayer, posID))
ok, _ := otherposition.Intersects(position, velocity)
if ok {
// keep displaying it until the two fully intersect
EntitiesToRemove = append(EntitiesToRemove, otherplayer)
}
} }
// FIXME: add an animation highlighting the fusion
return EntitiesToRemove
} }