obstacle collission added, but not working yet
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@@ -5,9 +5,9 @@ import (
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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/observers"
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"openquell/util"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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@@ -15,13 +15,14 @@ import (
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)
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type ObstacleSystem struct {
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World *ecs.World
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Selector *generic.Filter3[Position, Obstacle, Renderable]
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World *ecs.World
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Selector *generic.Filter4[Position, Velocity, Obstacle, Renderable]
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PreviousFreePos *components.Position
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}
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func NewObstacleSystem(world *ecs.World) *ObstacleSystem {
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system := &ObstacleSystem{
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Selector: generic.NewFilter3[Position, Obstacle, Renderable](),
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Selector: generic.NewFilter4[Position, Velocity, Obstacle, Renderable](),
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World: world,
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}
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@@ -45,17 +46,25 @@ func (system *ObstacleSystem) Update() {
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gameover := false
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for query.Next() {
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obsposition, obstacle, _ := query.Get()
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obsposition, obsvelocity, obstacle, _ := query.Get()
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for player := range playerobserver.Entities {
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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ok, _ := playerposition.Intersects(obsposition, playervelocity)
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ok, newpos := playerposition.Intersects(obsposition, playervelocity)
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if ok {
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slog.Debug("bumped into obstacle", "obstacle", obstacle)
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EntitiesToRemove = append(EntitiesToRemove, player)
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gameover = true
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if CheckObstacleSide(playervelocity, obsvelocity.Direction) {
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EntitiesToRemove = append(EntitiesToRemove, player)
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gameover = true
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} else {
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playervelocity.Change(Stop)
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slog.Debug("bump not die", "originalpos", playerposition)
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playerposition.Set(newpos)
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slog.Debug("bump not die", "newpos", newpos)
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}
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}
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}
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}
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@@ -82,7 +91,7 @@ func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
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query := system.Selector.Query(system.World)
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for query.Next() {
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pos, _, sprite := query.Get()
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pos, _, _, sprite := query.Get()
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op.GeoM.Reset()
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
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@@ -113,5 +122,21 @@ func (system *ObstacleSystem) AddParticle(position *components.Position) {
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64,
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)
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timer.Start(config.PARTICLE_LOOPWAIT)
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timer.Start(PARTICLE_LOOPWAIT)
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}
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// return true if obstacle weapon points into the direction the player is moving
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func CheckObstacleSide(playervelocity *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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@@ -76,8 +76,8 @@ func (system PlayerSystem) Update() error {
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}
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system.Particle.Update()
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system.Collectible.Update()
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system.Obstacle.Update()
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system.Collectible.Update()
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return nil
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}
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@@ -96,7 +96,7 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
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screen.DrawImage(sprite.Image, op)
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}
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system.Obstacle.Draw(screen)
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system.Collectible.Draw(screen)
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system.Particle.Draw(screen)
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system.Obstacle.Draw(screen)
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}
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