completed refactoring to use systems
This commit is contained in:
parent
bbbe873ff7
commit
ac643f49d3
@ -1,54 +0,0 @@
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package game
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import (
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"fmt"
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"image"
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. "openquell/components"
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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 CollectibleSystem struct {
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World *ecs.World
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Selector *generic.Filter2[Position, Collectible]
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}
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func NewCollectibleSystem(world *ecs.World) *CollectibleSystem {
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system := &CollectibleSystem{
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Selector: generic.NewFilter2[Position, Collectible](),
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}
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return system
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}
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func (system *CollectibleSystem) CheckPlayerCollision(
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playerposition *Position,
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playervelocity *Velocity) (bool, image.Point) {
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toRemove := []ecs.Entity{}
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particle_pos := image.Point{}
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var bumped bool
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query := system.Selector.Query(system.World)
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for query.Next() {
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colposition, collectible := query.Get()
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ok, _ := playerposition.Intersects(colposition, playervelocity)
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if ok {
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fmt.Printf("bumped into collectible %v\n", collectible)
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toRemove = append(toRemove, query.Entity())
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particle_pos.X = colposition.X
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particle_pos.Y = colposition.Y
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bumped = true
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}
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}
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// remove collectible if collected
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for _, entity := range toRemove {
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system.World.RemoveEntity(entity)
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}
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return bumped, particle_pos
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}
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235
game/levels.go
235
game/levels.go
@ -1,60 +1,35 @@
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package game
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import (
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"fmt"
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"image"
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"image/draw"
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"log"
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"openquell/assets"
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"openquell/components"
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. "openquell/config"
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"openquell/grid"
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"openquell/systems"
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"strings"
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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/filter"
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)
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type Level struct {
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Grid *Grid
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Cellsize, Width, Height int
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World *ecs.World
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Name string
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Description string
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Background *ebiten.Image
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Mapslice map[image.Point]*assets.Tile
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UseCache bool
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Cache *ebiten.Image
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Selector map[string]ecs.Mask
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Component map[string]ecs.ID
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Player *systems.PlayerSystem
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GridSystem *systems.GridSystem
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Grid *grid.Grid
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}
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func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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cache := ebiten.NewImage(game.ScreenWidth, game.ScreenHeight)
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positionid := ecs.ComponentID[components.Position](game.World)
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velocityid := ecs.ComponentID[components.Velocity](game.World)
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playerid := ecs.ComponentID[components.Player](game.World)
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colid := ecs.ComponentID[components.Collectible](game.World)
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ptid := ecs.ComponentID[components.Particle](game.World)
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sid := ecs.ComponentID[components.Solid](game.World)
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renderid := ecs.ComponentID[components.Renderable](game.World)
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selectors := map[string]ecs.Mask{}
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selectors["player"] = filter.All(positionid, velocityid, playerid)
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selectors["tile"] = filter.All(renderid, positionid, sid)
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selectors["movable"] = filter.All(renderid, positionid)
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selectors["collectible"] = filter.All(positionid, colid)
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selectors["particle"] = filter.All(positionid, ptid)
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components := map[string]ecs.ID{}
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components["position"] = positionid
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components["velocity"] = velocityid
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components["player"] = playerid
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components["collectible"] = colid
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components["particle"] = ptid
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components["solid"] = sid
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components["renderable"] = renderid
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gridsystem := systems.NewGridSystem(game.World, game.ScreenWidth,
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game.ScreenHeight, cellsize, plan.Background)
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playersystem := systems.NewPlayerSystem(game.World, gridsystem)
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return &Level{
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Mapslice: LevelToSlice(game, plan, cellsize),
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@ -63,109 +38,19 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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Width: game.ScreenWidth,
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Height: game.ScreenHeight,
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Description: plan.Description,
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Background: plan.Background,
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UseCache: false,
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Cache: cache,
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Selector: selectors,
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Component: components,
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GridSystem: gridsystem,
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Player: playersystem,
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}
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}
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func (level *Level) Update() {
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query := level.World.Query(level.Selector["player"])
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toRemove := []ecs.Entity{}
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particle_pos := image.Point{}
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for query.Next() {
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playerposition := (*components.Position)(query.Get(level.Component["position"]))
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velocity := (*components.Velocity)(query.Get(level.Component["velocity"]))
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if !velocity.Moving() {
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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velocity.Change(East)
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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velocity.Change(West)
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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velocity.Change(South)
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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velocity.Change(North)
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// other keys: <tab>: switch player, etc
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}
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}
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if velocity.Moving() {
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ok, newpos := level.Grid.BumpEdge(playerposition, velocity)
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if ok {
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fmt.Printf("falling off the edge, new pos: %v\n", newpos)
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playerposition.Set(newpos)
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} else {
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ok, tilepos := level.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
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if ok {
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intersects, newpos := tilepos.Intersects(playerposition, velocity)
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if intersects {
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fmt.Printf("collision detected. tile: %s\n", tilepos)
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fmt.Printf(" player: %s\n", playerposition)
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fmt.Printf(" new: %s\n", newpos)
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playerposition.Set(newpos)
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fmt.Printf(" player new: %s\n", playerposition)
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velocity.Change(Stop)
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}
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}
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}
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colquery := level.World.Query(level.Selector["collectible"])
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for colquery.Next() {
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collectible := (*components.Collectible)(colquery.Get(level.Component["collectible"]))
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colposition := (*components.Position)(colquery.Get(level.Component["position"]))
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ok, _ := playerposition.Intersects(colposition, velocity)
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if ok {
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fmt.Printf("bumped into collectible %v\n", collectible)
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toRemove = append(toRemove, colquery.Entity())
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particle_pos.X = colposition.X
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particle_pos.Y = colposition.Y
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}
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}
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}
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playerposition.Move(velocity)
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}
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// remove collectible if collected
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for _, entity := range toRemove {
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// FIXME: or keep them and prepare an animated death
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level.World.RemoveEntity(entity)
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}
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// display debris after collecting
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ptquery := level.World.Query(level.Selector["particle"])
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for ptquery.Next() {
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// we loop, but it's only one anyway
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particle := (*components.Particle)(ptquery.Get(level.Component["particle"]))
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colposition := (*components.Position)(ptquery.Get(level.Component["position"]))
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if len(toRemove) > 0 {
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// particle appears
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colposition.Update(
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particle_pos.X-(level.Cellsize/2),
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particle_pos.Y-(level.Cellsize/2),
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64,
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)
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particle.Index = 0 // start displaying the particle
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} else {
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switch {
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case particle.Index > -1 && particle.Index < len(particle.Particles)-1:
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particle.Index++
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default:
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// last sprite reached, remove it
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particle.Index = -1
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}
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}
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level.GridSystem.Update()
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level.Player.Update()
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}
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func (level *Level) Draw(screen *ebiten.Image) {
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level.GridSystem.Draw(screen)
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level.Player.Draw(screen)
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}
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func (level *Level) Position2Point(position *components.Position) image.Point {
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@ -175,90 +60,6 @@ func (level *Level) Position2Point(position *components.Position) image.Point {
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}
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}
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// return the tile the moving object would end up on if indeed moving
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func (level *Level) GetTile(
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position *components.Position,
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velocity *components.Velocity) *assets.Tile {
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newpoint := image.Point{
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int(position.X+velocity.Data.X) / level.Cellsize,
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int(position.Y+velocity.Data.Y) / level.Cellsize,
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}
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tile := level.Mapslice[newpoint]
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return tile
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}
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func (level *Level) Draw(screen *ebiten.Image) {
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level.DrawTiles(screen)
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level.DrawMovables(screen)
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level.DrawParticles(screen)
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}
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func (level *Level) DrawTiles(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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if !level.UseCache {
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// map not cached or cacheable, write it to the cache
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draw.Draw(level.Cache, level.Background.Bounds(), level.Background, image.ZP, draw.Src)
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query := level.World.Query(level.Selector["tile"])
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for query.Next() {
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pos := (*components.Position)(query.Get(level.Component["position"]))
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sprite := (*components.Renderable)(query.Get(level.Component["renderable"]))
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draw.Draw(
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level.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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}
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op.GeoM.Reset()
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screen.DrawImage(level.Cache, op)
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level.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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screen.DrawImage(level.Cache, op)
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}
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}
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func (level *Level) DrawMovables(screen *ebiten.Image) {
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// write the movable tiles
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op := &ebiten.DrawImageOptions{}
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selector := level.Selector["movable"].Without(level.Component["solid"])
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query := level.World.Query(&selector)
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for query.Next() {
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pos := (*components.Position)(query.Get(level.Component["position"]))
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sprite := (*components.Renderable)(query.Get(level.Component["renderable"]))
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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(sprite.Image, op)
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}
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}
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func (level *Level) DrawParticles(screen *ebiten.Image) {
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// write particles (these are no tiles!)
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op := &ebiten.DrawImageOptions{}
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query := level.World.Query(level.Selector["particle"])
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for query.Next() {
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pos := (*components.Position)(query.Get(level.Component["position"]))
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particle := (*components.Particle)(query.Get(level.Component["particle"]))
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if particle.Index > -1 {
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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(particle.Particles[particle.Index], op)
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}
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}
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}
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func (level *Level) SetupGrid(game *Game) {
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// generic variant does not work here:
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// selector := generic.NewFilter1[components.Position]()
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@ -271,7 +72,7 @@ func (level *Level) SetupGrid(game *Game) {
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level.World.Batch().RemoveEntities(selector)
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// setup world
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level.Grid = NewGrid(game, level.Cellsize, level.Mapslice)
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level.GridSystem.SetGrid(grid.NewGrid(game.World, level.Cellsize, level.Width, level.Height, level.Mapslice))
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}
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func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile {
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@ -1,4 +1,4 @@
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package game
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package grid
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import (
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"fmt"
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@ -6,9 +6,8 @@ import (
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"log"
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"openquell/assets"
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"openquell/components"
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. "openquell/config"
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"github.com/alecthomas/repr"
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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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@ -17,39 +16,39 @@ type Grid struct {
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Height int
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Size int
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Tilesize int
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TilesX int
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TilesY int
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Map map[image.Point]*assets.Tile
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}
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// FIXME: put component addition into extra callable function, to be called
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// by game.go in a level-loop. Also remove components of previous level
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func NewGrid(game *Game, tilesize int, mapslice map[image.Point]*assets.Tile) *Grid {
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func NewGrid(world *ecs.World,
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tilesize, width, height int, mapslice map[image.Point]*assets.Tile) *Grid {
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// we use this to turn our tiles into iterable entities, used for
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// collision detection, transformation and other things
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playermapper := generic.NewMap4[
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components.Position,
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components.Velocity,
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components.Renderable,
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components.Player](game.World)
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components.Player](world)
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solidmapper := generic.NewMap4[
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components.Position,
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components.Renderable,
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components.Tilish,
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components.Solid](game.World)
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components.Solid](world)
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emptymapper := generic.NewMap2[components.Position, components.Tilish](game.World)
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emptymapper := generic.NewMap2[components.Position, components.Tilish](world)
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colmapper := generic.NewMap3[
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components.Position,
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components.Renderable,
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components.Collectible](game.World)
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components.Collectible](world)
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ptmapper := generic.NewMap2[
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components.Position,
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components.Particle,
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](game.World)
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](world)
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var pos *components.Position
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var render *components.Renderable
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@ -95,91 +94,22 @@ func NewGrid(game *Game, tilesize int, mapslice map[image.Point]*assets.Tile) *G
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return &Grid{
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Size: len(mapslice),
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Tilesize: tilesize,
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Width: game.ScreenWidth,
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Height: game.ScreenHeight,
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TilesX: game.ScreenWidth / tilesize,
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TilesY: game.ScreenHeight / tilesize,
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Width: width,
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Height: height,
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Map: mapslice,
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}
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}
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func (grid *Grid) GetSolidNeighborPosition(
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// return the tile the moving object would end up on if indeed moving
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func (grid *Grid) GetTile(
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position *components.Position,
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velocity *components.Velocity,
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solid bool) (bool, *components.Position) {
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velocity *components.Velocity) *assets.Tile {
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if !solid {
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return false, nil
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newpoint := image.Point{
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int(position.X+velocity.Data.X) / grid.Tilesize,
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int(position.Y+velocity.Data.Y) / grid.Tilesize,
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}
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// set to true, ifwe are already on the last tile in the current
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// direction, i.e. on the edge of the grid
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edge := true
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neighborpos := position.Point()
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switch velocity.Direction {
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case East:
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if neighborpos.X < grid.TilesX {
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neighborpos.X++
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edge = false
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}
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case West:
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if neighborpos.X > 0 {
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neighborpos.X--
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edge = false
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}
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case South:
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if neighborpos.Y < grid.TilesY {
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neighborpos.Y++
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edge = false
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}
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case North:
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if neighborpos.Y > 0 {
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neighborpos.Y--
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edge = false
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}
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}
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newpos := components.NewPosition(neighborpos, grid.Tilesize)
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repr.Println(newpos)
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if !edge && grid.Map[neighborpos].Solid {
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return true, newpos
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}
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return false, nil
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}
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func (grid *Grid) BumpEdge(
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pos *components.Position,
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velocity *components.Velocity) (bool, *components.Position) {
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x := pos.X + velocity.Data.X
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y := pos.Y + velocity.Data.Y
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if x < 0 || x > grid.Width-grid.Tilesize || y < 0 || y > grid.Height-grid.Tilesize {
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newpos := &components.Position{}
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X := pos.X
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Y := pos.Y
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switch velocity.Direction {
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case East:
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X = 0
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fmt.Println("east X=0")
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case West:
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X = grid.Width - grid.Tilesize
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fmt.Println("west X=max")
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case South:
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Y = 0
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fmt.Println("south y=0")
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case North:
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Y = grid.Height - grid.Tilesize
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fmt.Println("north y=max")
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}
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||||
|
||||
newpos.Update(X, Y, grid.Tilesize)
|
||||
return true, newpos
|
||||
}
|
||||
|
||||
return false, nil
|
||||
tile := grid.Map[newpoint]
|
||||
return tile
|
||||
}
|
||||
75
systems/collectible_system.go
Normal file
75
systems/collectible_system.go
Normal file
@ -0,0 +1,75 @@
|
||||
package systems
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
. "openquell/components"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
)
|
||||
|
||||
type CollectibleSystem struct {
|
||||
World *ecs.World
|
||||
Selector *generic.Filter3[Position, Collectible, Renderable]
|
||||
EntitiesToRemove []ecs.Entity
|
||||
}
|
||||
|
||||
func NewCollectibleSystem(world *ecs.World) *CollectibleSystem {
|
||||
system := &CollectibleSystem{
|
||||
Selector: generic.NewFilter3[Position, Collectible, Renderable](),
|
||||
World: world,
|
||||
}
|
||||
|
||||
return system
|
||||
}
|
||||
|
||||
func (system *CollectibleSystem) CheckPlayerCollision(
|
||||
playerposition *Position,
|
||||
playervelocity *Velocity) (bool, image.Point) {
|
||||
|
||||
particle_pos := image.Point{}
|
||||
var bumped bool
|
||||
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
colposition, collectible, _ := query.Get()
|
||||
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
return bumped, particle_pos
|
||||
}
|
||||
|
||||
func (system *CollectibleSystem) Update() {
|
||||
// remove collectible if collected
|
||||
for _, entity := range system.EntitiesToRemove {
|
||||
system.World.RemoveEntity(entity)
|
||||
}
|
||||
|
||||
system.EntitiesToRemove = []ecs.Entity{}
|
||||
}
|
||||
|
||||
func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
|
||||
// write the movable tiles
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
pos, _, sprite := query.Get()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
|
||||
|
||||
screen.DrawImage(sprite.Image, op)
|
||||
}
|
||||
}
|
||||
163
systems/grid_system.go
Normal file
163
systems/grid_system.go
Normal file
@ -0,0 +1,163 @@
|
||||
package systems
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
"image/draw"
|
||||
"openquell/components"
|
||||
. "openquell/components"
|
||||
. "openquell/config"
|
||||
"openquell/grid"
|
||||
|
||||
"github.com/alecthomas/repr"
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
)
|
||||
|
||||
type GridSystem struct {
|
||||
World *ecs.World
|
||||
Selector *generic.Filter3[Renderable, Position, Solid]
|
||||
UseCache bool
|
||||
Cache *ebiten.Image
|
||||
Background *ebiten.Image
|
||||
Width, Height, TilesX, TilesY, Tilesize int
|
||||
Grid *grid.Grid
|
||||
}
|
||||
|
||||
func NewGridSystem(world *ecs.World, width, height,
|
||||
tilesize int, background *ebiten.Image) *GridSystem {
|
||||
|
||||
cache := ebiten.NewImage(width, height)
|
||||
|
||||
system := &GridSystem{
|
||||
Selector: generic.NewFilter3[Renderable, Position, Solid](),
|
||||
UseCache: false,
|
||||
Cache: cache,
|
||||
Width: width,
|
||||
Height: height,
|
||||
TilesX: width / tilesize,
|
||||
TilesY: height / tilesize,
|
||||
Tilesize: tilesize,
|
||||
Background: background,
|
||||
World: world,
|
||||
}
|
||||
|
||||
return system
|
||||
}
|
||||
|
||||
func (system *GridSystem) SetGrid(grid *grid.Grid) {
|
||||
system.Grid = grid
|
||||
}
|
||||
|
||||
func (system *GridSystem) Update() {}
|
||||
|
||||
func (system *GridSystem) Draw(screen *ebiten.Image) {
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
|
||||
if !system.UseCache {
|
||||
// map not cached or cacheable, write it to the cache
|
||||
draw.Draw(system.Cache, system.Background.Bounds(), system.Background, image.ZP, draw.Src)
|
||||
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
sprite, pos, _ := query.Get()
|
||||
|
||||
draw.Draw(
|
||||
system.Cache,
|
||||
image.Rect(pos.X, pos.Y, pos.X+pos.Cellsize, pos.Y+pos.Cellsize),
|
||||
sprite.Image, image.ZP, draw.Over)
|
||||
}
|
||||
|
||||
op.GeoM.Reset()
|
||||
screen.DrawImage(system.Cache, op)
|
||||
|
||||
system.UseCache = true
|
||||
} else {
|
||||
// use the cached map
|
||||
op.GeoM.Reset()
|
||||
screen.DrawImage(system.Cache, op)
|
||||
}
|
||||
}
|
||||
|
||||
func (system *GridSystem) GetSolidNeighborPosition(
|
||||
position *components.Position,
|
||||
velocity *components.Velocity,
|
||||
solid bool) (bool, *components.Position) {
|
||||
|
||||
if !solid {
|
||||
return false, nil
|
||||
}
|
||||
|
||||
// set to true, ifwe are already on the last tile in the current
|
||||
// direction, i.e. on the edge of the grid
|
||||
edge := true
|
||||
neighborpos := position.Point()
|
||||
|
||||
switch velocity.Direction {
|
||||
case East:
|
||||
if neighborpos.X < system.TilesX {
|
||||
neighborpos.X++
|
||||
edge = false
|
||||
}
|
||||
case West:
|
||||
if neighborpos.X > 0 {
|
||||
neighborpos.X--
|
||||
edge = false
|
||||
}
|
||||
case South:
|
||||
if neighborpos.Y < system.TilesY {
|
||||
neighborpos.Y++
|
||||
edge = false
|
||||
}
|
||||
case North:
|
||||
if neighborpos.Y > 0 {
|
||||
neighborpos.Y--
|
||||
edge = false
|
||||
}
|
||||
}
|
||||
|
||||
newpos := components.NewPosition(neighborpos, system.Tilesize)
|
||||
repr.Println(newpos)
|
||||
|
||||
if !edge && system.Grid.Map[neighborpos].Solid {
|
||||
return true, newpos
|
||||
}
|
||||
|
||||
return false, nil
|
||||
}
|
||||
|
||||
func (system *GridSystem) BumpEdge(
|
||||
pos *components.Position,
|
||||
velocity *components.Velocity) (bool, *components.Position) {
|
||||
|
||||
x := pos.X + velocity.Data.X
|
||||
y := pos.Y + velocity.Data.Y
|
||||
|
||||
if x < 0 || x > system.Width-system.Tilesize || y < 0 || y > system.Height-system.Tilesize {
|
||||
newpos := &components.Position{}
|
||||
X := pos.X
|
||||
Y := pos.Y
|
||||
|
||||
switch velocity.Direction {
|
||||
case East:
|
||||
X = 0
|
||||
fmt.Println("east X=0")
|
||||
case West:
|
||||
X = system.Width - system.Tilesize
|
||||
fmt.Println("west X=max")
|
||||
case South:
|
||||
Y = 0
|
||||
fmt.Println("south y=0")
|
||||
case North:
|
||||
Y = system.Height - system.Tilesize
|
||||
fmt.Println("north y=max")
|
||||
}
|
||||
|
||||
newpos.Update(X, Y, system.Tilesize)
|
||||
return true, newpos
|
||||
}
|
||||
|
||||
return false, nil
|
||||
}
|
||||
@ -1,9 +1,10 @@
|
||||
package game
|
||||
package systems
|
||||
|
||||
import (
|
||||
"image"
|
||||
. "openquell/components"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
)
|
||||
@ -14,9 +15,11 @@ type ParticleSystem struct {
|
||||
Cellsize int
|
||||
}
|
||||
|
||||
func NewParticleSystem(world *ecs.World) *ParticleSystem {
|
||||
func NewParticleSystem(world *ecs.World, cellsize int) *ParticleSystem {
|
||||
system := &ParticleSystem{
|
||||
Selector: generic.NewFilter2[Position, Particle](),
|
||||
World: world,
|
||||
Cellsize: cellsize,
|
||||
}
|
||||
|
||||
return system
|
||||
@ -51,3 +54,20 @@ func (system *ParticleSystem) Update(detonate bool, position *image.Point) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (system *ParticleSystem) Draw(screen *ebiten.Image) {
|
||||
// write particles (these are no tiles!)
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@ -1,4 +1,4 @@
|
||||
package game
|
||||
package systems
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
@ -13,16 +13,19 @@ import (
|
||||
|
||||
type PlayerSystem struct {
|
||||
World *ecs.World
|
||||
Grid *Grid
|
||||
Selector *generic.Filter3[Position, Velocity, Player]
|
||||
Selector *generic.Filter4[Position, Velocity, Player, Renderable]
|
||||
Particle *ParticleSystem
|
||||
Collectible *CollectibleSystem
|
||||
Grid *GridSystem
|
||||
}
|
||||
|
||||
func NewPlayerSystem(world *ecs.World) *PlayerSystem {
|
||||
|
||||
func NewPlayerSystem(world *ecs.World, grid *GridSystem) *PlayerSystem {
|
||||
system := &PlayerSystem{
|
||||
Selector: generic.NewFilter3[Position, Velocity, Player](),
|
||||
Selector: generic.NewFilter4[Position, Velocity, Player, Renderable](),
|
||||
Particle: NewParticleSystem(world, grid.Tilesize),
|
||||
Collectible: NewCollectibleSystem(world),
|
||||
Grid: grid,
|
||||
World: world,
|
||||
}
|
||||
|
||||
return system
|
||||
@ -35,7 +38,7 @@ func (system PlayerSystem) Update() error {
|
||||
var particle_pos image.Point
|
||||
|
||||
for query.Next() {
|
||||
playerposition, velocity, _ := query.Get()
|
||||
playerposition, velocity, _, _ := query.Get()
|
||||
|
||||
if !velocity.Moving() {
|
||||
switch {
|
||||
@ -75,9 +78,29 @@ func (system PlayerSystem) Update() error {
|
||||
bumped, particle_pos = system.Collectible.CheckPlayerCollision(playerposition, velocity)
|
||||
}
|
||||
|
||||
playerposition.Move(velocity)
|
||||
}
|
||||
|
||||
system.Particle.Update(bumped, &particle_pos)
|
||||
system.Collectible.Update()
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (system *PlayerSystem) Draw(screen *ebiten.Image) {
|
||||
// write the movable tiles
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
pos, _, _, sprite := query.Get()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
|
||||
|
||||
screen.DrawImage(sprite.Image, op)
|
||||
}
|
||||
|
||||
system.Collectible.Draw(screen)
|
||||
system.Particle.Draw(screen)
|
||||
}
|
||||
@ -1,4 +1,4 @@
|
||||
package system
|
||||
package systems
|
||||
|
||||
import "github.com/hajimehoshi/ebiten/v2"
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user