refactoring to systems complete. also added observers for collision checks

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

15
TODO.md
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@ -1,16 +1,9 @@
## Levels:
- get rid of floor image
- use background image over whole screen size
- put level on top of it
- paint level in levels/**.lvl on whole screen into the middle
- use first line as background image name
- ignore comments in lvl files
- add whitespace-mode flag in lvl files
- check when sphere bounces from one end to the other endlessly w/o any solids in between. this is a game lock and equals game over
- check when sphere bounces from one end to the other endlessly w/o
any solids in between. this is a game lock and equals game over
SYSTEM Stuff:
- initialize systems in NewLevel()
- replace level.Update() with systems update
- mv Draw() from level to systems
- Grid Observer:
https://github.com/mlange-42/arche/issues/374

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@ -5,7 +5,7 @@ Background: background-orange
# ############
# #
############ #
# S #
# o S #
# ######## ###
#
############ #

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@ -76,7 +76,7 @@ func NewTileParticle(class []string) *Tile {
Class: "particle",
Solid: false,
Renderable: false,
Particle: -1,
Particle: 0,
Particles: sprites,
}
}

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@ -3,6 +3,7 @@ package game
import (
"fmt"
"image"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
@ -28,6 +29,9 @@ func NewGame(width, height, startlevel int, startscene int) *Game {
Scenes: map[int]Scene{},
}
observers.NewPlayerObserver(&world)
observers.NewParticleObserver(&world)
game.Scenes[Play] = NewLevelScene(game, startlevel)
fmt.Println(game.World.Stats().String())

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@ -6,6 +6,7 @@ import (
"log"
"openquell/assets"
"openquell/components"
"openquell/observers"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
@ -45,14 +46,11 @@ func NewGrid(world *ecs.World,
components.Renderable,
components.Collectible](world)
ptmapper := generic.NewMap2[
components.Position,
components.Particle,
](world)
var pos *components.Position
var render *components.Renderable
playerobserver := observers.GetPlayerObserver(world)
for point, tile := range mapslice {
switch tile.Renderable {
case true:
@ -63,6 +61,8 @@ func NewGrid(world *ecs.World,
case tile.Player:
entity := playermapper.New()
pos, _, render, _ = playermapper.Get(entity)
playerobserver.AddEntity(entity)
fmt.Printf("player start pos: %d,%d\n", point.X*tilesize, point.Y*tilesize)
case tile.Collectible:
entity := colmapper.New()
@ -85,12 +85,6 @@ func NewGrid(world *ecs.World,
pos.Update(point.X*tilesize, point.Y*tilesize, tilesize)
}
// not part of the grid, but add them as well
entity := ptmapper.New()
_, particle := ptmapper.Get(entity)
particle.Index = assets.Tiles['*'].Particle
particle.Particles = assets.Tiles['*'].Particles
return &Grid{
Size: len(mapslice),
Tilesize: tilesize,

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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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@ -0,0 +1,52 @@
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)
}

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@ -2,8 +2,10 @@ package systems
import (
"fmt"
"image"
"openquell/assets"
"openquell/components"
. "openquell/components"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
@ -13,7 +15,6 @@ import (
type CollectibleSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Collectible, Renderable]
EntitiesToRemove []ecs.Entity
}
func NewCollectibleSystem(world *ecs.World) *CollectibleSystem {
@ -25,38 +26,39 @@ func NewCollectibleSystem(world *ecs.World) *CollectibleSystem {
return system
}
func (system *CollectibleSystem) CheckPlayerCollision(
playerposition *Position,
playervelocity *Velocity) (bool, image.Point) {
func (system *CollectibleSystem) Update() {
playerobserver := observers.GetPlayerObserver(system.World)
particle_pos := image.Point{}
var bumped bool
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
particlepositions := []*components.Position{}
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
for query.Next() {
colposition, collectible, _ := query.Get()
for player := range playerobserver.Entities {
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, _ := playerposition.Intersects(colposition, playervelocity)
if ok {
fmt.Printf("bumped into collectible %v\n", collectible)
system.EntitiesToRemove = append(system.EntitiesToRemove, query.Entity())
particle_pos.X = colposition.X
particle_pos.Y = colposition.Y
bumped = true
particlepositions = append(particlepositions, colposition)
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
}
return bumped, particle_pos
for _, pos := range particlepositions {
system.AddParticle(pos)
}
func (system *CollectibleSystem) Update() {
// remove collectible if collected
for _, entity := range system.EntitiesToRemove {
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
}
system.EntitiesToRemove = []ecs.Entity{}
}
func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
@ -73,3 +75,25 @@ func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
screen.DrawImage(sprite.Image, op)
}
}
func (system *CollectibleSystem) AddParticle(position *components.Position) {
particleobserver := observers.GetParticleObserver(system.World)
ptmapper := generic.NewMap2[
components.Position,
components.Particle,
](system.World)
entity := ptmapper.New()
pos, particle := ptmapper.Get(entity)
particleobserver.AddEntity(entity)
particle.Index = assets.Tiles['*'].Particle
particle.Particles = assets.Tiles['*'].Particles
pos.Update(
position.X-(16), // FIXME: use global tilesize!
position.Y-(16),
64,
)
}

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@ -1,7 +1,6 @@
package systems
import (
"image"
. "openquell/components"
"github.com/hajimehoshi/ebiten/v2"
@ -25,33 +24,28 @@ func NewParticleSystem(world *ecs.World, cellsize int) *ParticleSystem {
return system
}
func (system *ParticleSystem) Update(detonate bool, position *image.Point) {
func (system *ParticleSystem) Update() {
// display debris after collecting
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
for query.Next() {
// we loop, but it's only one anyway
ptposition, particle := query.Get()
_, particle := query.Get()
if detonate {
// particle appears
ptposition.Update(
position.X-(system.Cellsize/2),
position.Y-(system.Cellsize/2),
64,
)
particle.Index = 0 // start displaying the particle
} else {
switch {
// particle shows from earlier tick, animate
case particle.Index > -1 && particle.Index < len(particle.Particles)-1:
particle.Index++
default:
// last sprite reached, remove it
particle.Index = -1
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
}
}
@ -63,11 +57,8 @@ func (system *ParticleSystem) Draw(screen *ebiten.Image) {
for query.Next() {
pos, particle := query.Get()
if particle.Index > -1 {
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(particle.Particles[particle.Index], op)
}
}
}

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@ -2,7 +2,6 @@ package systems
import (
"fmt"
"image"
. "openquell/components"
. "openquell/config"
@ -34,9 +33,6 @@ func NewPlayerSystem(world *ecs.World, grid *GridSystem) *PlayerSystem {
func (system PlayerSystem) Update() error {
query := system.Selector.Query(system.World)
var bumped bool
var particle_pos image.Point
for query.Next() {
playerposition, velocity, _, _ := query.Get()
@ -74,14 +70,12 @@ func (system PlayerSystem) Update() error {
}
}
}
bumped, particle_pos = system.Collectible.CheckPlayerCollision(playerposition, velocity)
}
playerposition.Move(velocity)
}
system.Particle.Update(bumped, &particle_pos)
system.Particle.Update()
system.Collectible.Update()
return nil