refactoring to systems complete. also added observers for collision checks

This commit is contained in:
2024-02-11 13:00:56 +01:00
parent ac643f49d3
commit 72f0aa7691
10 changed files with 187 additions and 82 deletions

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@@ -0,0 +1,53 @@
package observers
import (
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
)
// will be added as an ecs.Resource to the world so we can use it in
// CollisionSystem to dynamically make it appear or disappear
type ParticleObserver struct {
// we only have one particle so far, if we use multiple ones, turn
// this in to a map, see player_observer.go for an example
Entity ecs.Entity
}
// Create a new resource of type PlayerObserver which will hold all
// player entities. We also add a Listener which looks for
// EntityRemoved events and if a player gets removed, we also remove
// it from the Entity map in our observer.
func NewParticleObserver(world *ecs.World) {
observer := &ParticleObserver{}
resmanger := generic.NewResource[ParticleObserver](world)
resmanger.Add(observer)
listen := listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observerID := ecs.ResourceID[ParticleObserver](world)
observer := world.Resources().Get(observerID).(*ParticleObserver)
observer.RemoveEntity(event.Entity)
},
event.EntityRemoved,
)
world.SetListener(&listen)
}
func GetParticleObserver(world *ecs.World) *ParticleObserver {
observerID := ecs.ResourceID[ParticleObserver](world)
observer := world.Resources().Get(observerID).(*ParticleObserver)
return observer
}
func (observer *ParticleObserver) AddEntity(entity ecs.Entity) {
observer.Entity = entity
}
func (observer *ParticleObserver) RemoveEntity(entity ecs.Entity) {
observer.Entity = ecs.Entity{}
}

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package observers
import (
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/ecs/event"
"github.com/mlange-42/arche/generic"
"github.com/mlange-42/arche/listener"
)
// will be added as an ecs.Resource to the world so we can use it in
// CollisionSystem to check for player collisions.
type PlayerObserver struct {
Entities map[ecs.Entity]int
}
// Create a new resource of type PlayerObserver which will hold all
// player entities. We also add a Listener which looks for
// EntityRemoved events and if a player gets removed, we also remove
// it from the Entity map in our observer.
func NewPlayerObserver(world *ecs.World) {
observer := &PlayerObserver{}
observer.Entities = make(map[ecs.Entity]int)
resmanger := generic.NewResource[PlayerObserver](world)
resmanger.Add(observer)
listen := listener.NewCallback(
func(world *ecs.World, event ecs.EntityEvent) {
observerID := ecs.ResourceID[PlayerObserver](world)
observer := world.Resources().Get(observerID).(*PlayerObserver)
observer.RemoveEntity(event.Entity)
},
event.EntityRemoved,
)
world.SetListener(&listen)
}
func GetPlayerObserver(world *ecs.World) *PlayerObserver {
observerID := ecs.ResourceID[PlayerObserver](world)
observer := world.Resources().Get(observerID).(*PlayerObserver)
return observer
}
func (observer *PlayerObserver) AddEntity(entity ecs.Entity) {
observer.Entities[entity] = 1
}
func (observer *PlayerObserver) RemoveEntity(entity ecs.Entity) {
delete(observer.Entities, entity)
}