added hidden doors/destroyable walls, fixed game reloading (tile clone)

This commit is contained in:
2024-02-25 14:05:44 +01:00
parent ab07bc23e3
commit b0a8060d5b
15 changed files with 271 additions and 39 deletions

View File

@@ -96,7 +96,6 @@ func (game *Game) Update() error {
if next == Play {
// fresh setup of actual level every time we enter the play scene
//game.Scenes[Play] = NewLevelScene(game, gameobserver.CurrentLevel)
game.Scenes[Play].SetLevel(gameobserver.CurrentLevel)
}

View File

@@ -3,6 +3,7 @@ package game
import (
"image"
"log"
"log/slog"
"openquell/assets"
"openquell/components"
"openquell/grid"
@@ -15,12 +16,16 @@ import (
"github.com/mlange-42/arche/ecs"
)
type Map map[image.Point]*assets.Tile
type BackupMap map[image.Point]assets.Tile
type Level struct {
Cellsize, Width, Height int
World *ecs.World
Name string
Description string
Mapslice map[image.Point]*assets.Tile
Mapslice Map
BackupMapslice Map
GridContainer *grid.GridContainer
Systems []systems.System
Grid *grid.Grid
@@ -45,16 +50,21 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
systemlist = append(systemlist, systems.NewTransientSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
mapslice, backupmap := LevelToSlice(game, plan, cellsize)
return &Level{
Mapslice: LevelToSlice(game, plan, cellsize),
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Name: plan.Name,
GridContainer: gridcontainer,
Systems: systemlist,
Mapslice: mapslice,
BackupMapslice: backupmap,
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Name: plan.Name,
GridContainer: gridcontainer,
Systems: systemlist,
}
}
@@ -77,6 +87,12 @@ func (level *Level) Position2Point(position *components.Position) image.Point {
}
}
func (level *Level) RestoreMap() {
for point, tile := range level.BackupMapslice {
level.Mapslice[point] = tile.Clone()
}
}
func (level *Level) SetupGrid(game *Game) {
// generic variant does not work here:
// selector := generic.NewFilter1[components.Position]()
@@ -92,15 +108,20 @@ func (level *Level) SetupGrid(game *Game) {
playerobserver := observers.GetPlayerObserver(level.World)
playerobserver.RemoveEntities()
// get rid of possibly manipulated map
level.RestoreMap()
// setup world
slog.Debug("new grid?")
level.GridContainer.SetGrid(
grid.NewGrid(game.World, level.Cellsize, level.Width, level.Height, level.Mapslice))
}
// parses a RawLevel and generates a mapslice from it, which is being used as grid
func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile {
func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) (Map, Map) {
size := game.ScreenWidth * game.ScreenHeight
mapslice := make(map[image.Point]*assets.Tile, size)
mapslice := make(Map, size)
backupmap := make(Map, size)
for y, line := range strings.Split(string(level.Data), "\n") {
if len(line) != game.ScreenWidth/tilesize && y < game.ScreenHeight/tilesize {
@@ -113,9 +134,11 @@ func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Po
log.Fatalf("unregistered tile type %c encountered", char)
}
mapslice[image.Point{x, y}] = assets.Tiles[byte(char)]
tile := assets.Tiles[byte(char)]
mapslice[image.Point{x, y}] = tile
backupmap[image.Point{x, y}] = tile.Clone()
}
}
return mapslice
return mapslice, backupmap
}