fixed slow grid drawing, which also fixed transient tile quirk
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1c0f3d19d0
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6f85a90b58
8
TODO.md
8
TODO.md
@ -14,12 +14,6 @@
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- Add shaders for animation (player destruction etc)
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- Add Score system, see game_observer.go bottom.
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- add MinMoves to each level (one line) [min moves to win]
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- count moves in player_scene.Update (put to observer as well?)
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- reset counters when new level starts
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- display level score in level select
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- for finding caller:
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pc := make([]uintptr, 10)
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n := runtime.Callers(0, pc)
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@ -32,7 +26,7 @@
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slog.Debug("get observer", "minmoves", observer.LevelScore,
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"file", source.File, "line", source.Line)
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## Collider Rework
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## Collider Rework [abandoned: see branch collider-system, fails]
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- do not use the map anymore for collision detection
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- central collision_system
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@ -11,6 +11,6 @@ const (
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All
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)
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const PLAYERSPEED int = 4
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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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@ -1,9 +1,6 @@
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package systems
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import (
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"image"
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"image/draw"
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"log/slog"
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. "openquell/components"
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"github.com/hajimehoshi/ebiten/v2"
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@ -40,32 +37,33 @@ func NewGridSystem(world *ecs.World, width, height,
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return system
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}
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func (system *GridSystem) Update() error { return nil }
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func (system *GridSystem) Update() error {
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return nil
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}
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func (system *GridSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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if !system.UseCache || query.Count() != system.Count {
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slog.Debug("entity number changes", "old", system.Count, "current", query.Count())
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// map not cached or cacheable, write it to the cache
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draw.Draw(system.Cache, system.Background.Bounds(), system.Background, image.ZP, draw.Src)
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system.Cache.DrawImage(system.Background, op)
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system.Count = query.Count()
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counter := 0
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for query.Next() {
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sprite, pos, _ := query.Get()
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//slog.Debug("drawing sprite", "sprite", sprite, "point", pos.Point())
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draw.Draw(
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system.Cache,
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image.Rect(pos.X, pos.Y, pos.X+pos.Cellsize, pos.Y+pos.Cellsize),
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sprite.Image, image.ZP, draw.Over)
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counter++
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op.GeoM.Reset()
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
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system.Cache.DrawImage(sprite.Image, op)
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}
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op.GeoM.Reset()
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screen.DrawImage(system.Cache, op)
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system.UseCache = true
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} else {
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// use the cached map
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op.GeoM.Reset()
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@ -1,6 +1,7 @@
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package systems
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import (
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"log/slog"
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"openquell/assets"
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"openquell/components"
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. "openquell/components"
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@ -78,17 +79,19 @@ func (system *TransientSystem) Update() error {
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Position: *transientposition,
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NewSprite: transient.GetNext(),
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})
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//slog.Debug("done transient", "transient", transientposition)
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slog.Debug("transient added to make solid")
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}
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}
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}
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}
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for _, convertible := range EntitiestoMakeSolid {
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slog.Debug("transient remove")
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// remove transient entity
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system.World.RemoveEntity(convertible.Entity)
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// replace with solid entity
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slog.Debug("transient add solid")
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entity := system.SolidMapper.New()
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pos, render, _, _ := system.SolidMapper.Get(entity)
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