changes:
- exchanged switch+door sprites - added asesprite cheat sheet - implemented door toggle on switch toggle
This commit is contained in:
117
systems/pair_system.go
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117
systems/pair_system.go
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@@ -0,0 +1,117 @@
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package systems
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import (
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"openquell/components"
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. "openquell/components"
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. "openquell/config"
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"openquell/grid"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/generic"
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)
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type PairSystem struct {
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World *ecs.World
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DoorSelector *generic.Filter4[Position, Renderable, Bond, Door]
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SwitchSelector *generic.Filter4[Position, Renderable, Bond, Switch]
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GridContainer *grid.GridContainer
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DoorMapper generic.Map4[
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components.Position,
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components.Renderable,
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components.Bond,
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components.Door]
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}
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type ToggleDoor struct {
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Entity ecs.Entity
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Open bool
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}
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func NewPairSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
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doormapper := generic.NewMap4[
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components.Position,
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components.Renderable,
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components.Bond,
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components.Door](world)
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system := &PairSystem{
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DoorSelector: generic.NewFilter4[Position, Renderable, Bond, Door](),
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SwitchSelector: generic.NewFilter4[Position, Renderable, Bond, Switch](),
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World: world,
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GridContainer: gridcontainer,
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DoorMapper: doormapper,
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}
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return system
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}
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func (system *PairSystem) Update() error {
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observer := observers.GetGameObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
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veloID := ecs.ComponentID[components.Velocity](system.World)
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query := system.SwitchSelector.Query(system.World)
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relID := ecs.ComponentID[Bond](system.World)
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EntitiesToSwitch := []*ToggleDoor{}
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for query.Next() {
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swpos, _, _, switcher := query.Get()
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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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, newpos := swpos.Intersects(playerposition, playervelocity)
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if ok {
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// player moved on top of the switch
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switcher.Toggle()
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// open door
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door := system.World.Relations().Get(query.Entity(), relID)
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EntitiesToSwitch = append(EntitiesToSwitch,
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&ToggleDoor{Entity: door, Open: true})
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playervelocity.Change(Stop)
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playerposition.Set(newpos)
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}
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}
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}
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for _, toggle := range EntitiesToSwitch {
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_, _, _, door := system.DoorMapper.Get(toggle.Entity)
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door.Toggle()
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}
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return nil
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}
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func (system *PairSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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query := system.SwitchSelector.Query(system.World)
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for query.Next() {
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pos, _, _, switcher := 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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screen.DrawImage(switcher.Sprite(), op)
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}
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doorquery := system.DoorSelector.Query(system.World)
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for doorquery.Next() {
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pos, _, _, door := doorquery.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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screen.DrawImage(door.Sprite(), op)
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}
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}
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