obstacle collission added, but not working yet

This commit is contained in:
2024-02-20 18:47:32 +01:00
parent fd570216f0
commit 646b227b8e
15 changed files with 112 additions and 21 deletions

View File

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

View File

@@ -76,8 +76,8 @@ func (system PlayerSystem) Update() error {
}
system.Particle.Update()
system.Collectible.Update()
system.Obstacle.Update()
system.Collectible.Update()
return nil
}
@@ -96,7 +96,7 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
screen.DrawImage(sprite.Image, op)
}
system.Obstacle.Draw(screen)
system.Collectible.Draw(screen)
system.Particle.Draw(screen)
system.Obstacle.Draw(screen)
}