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

@@ -0,0 +1,108 @@
package systems
import (
"log/slog"
"openquell/components"
. "openquell/components"
. "openquell/config"
"openquell/grid"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type DestroyableSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Renderable, Destroyable]
GridContainer *grid.GridContainer
SolidMapper generic.Map4[ // needed for replacement
components.Position,
components.Renderable,
components.Tilish,
components.Solid]
}
type DoorToRemove struct {
Entity ecs.Entity
Position *components.Position
}
func NewDestroyableSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
solidmapper := generic.NewMap4[
components.Position,
components.Renderable,
components.Tilish,
components.Solid](world)
system := &DestroyableSystem{
Selector: generic.NewFilter3[Position, Renderable, Destroyable](),
World: world,
GridContainer: gridcontainer,
SolidMapper: solidmapper,
}
return system
}
func (system *DestroyableSystem) Update() error {
playerobserver := observers.GetPlayerObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
query := system.Selector.Query(system.World)
EntitiestoRemove := []*DoorToRemove{}
for query.Next() {
doorposition, renderable, door := query.Get()
for player := range playerobserver.Entities {
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, newpos := doorposition.Intersects(playerposition, playervelocity)
if ok {
// player bumped into hidden wall, activate it, snap in player
slog.Debug("bump not die", "originalpos", playerposition)
playervelocity.Change(Stop)
playerposition.Set(newpos)
if door.Activated {
// player bumps into the door a second time, now hide it
EntitiestoRemove = append(EntitiestoRemove,
&DoorToRemove{Entity: query.Entity(), Position: doorposition})
} else {
slog.Debug("activating destroyable", "doorpos", doorposition)
door.Activated = true
renderable.Image = door.GetNext()
}
}
}
}
for _, door := range EntitiestoRemove {
slog.Debug("hiding destroyable", "doorpos", door.Position.Point())
// remove door entity
system.World.RemoveEntity(door.Entity)
}
return nil
}
func (system *DestroyableSystem) Draw(screen *ebiten.Image) {
// write transients (these are no tiles!)
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
for query.Next() {
pos, render, _ := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(render.Image, op)
}
}

View File

@@ -3,6 +3,7 @@ package systems
import (
"image"
"image/draw"
"log/slog"
. "openquell/components"
"github.com/hajimehoshi/ebiten/v2"
@@ -44,8 +45,8 @@ func (system *GridSystem) Update() error { return nil }
func (system *GridSystem) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
if !system.UseCache || query.Count() != system.Count {
slog.Debug("entity number changes", "old", system.Count, "current", query.Count())
// map not cached or cacheable, write it to the cache
draw.Draw(system.Cache, system.Background.Bounds(), system.Background, image.ZP, draw.Src)
@@ -54,6 +55,7 @@ func (system *GridSystem) Draw(screen *ebiten.Image) {
for query.Next() {
sprite, pos, _ := query.Get()
//slog.Debug("drawing sprite", "sprite", sprite, "point", pos.Point())
draw.Draw(
system.Cache,
image.Rect(pos.X, pos.Y, pos.X+pos.Cellsize, pos.Y+pos.Cellsize),

View File

@@ -95,7 +95,7 @@ func (system *TransientSystem) Update() error {
// also setup the grid tile with a new solid, so that
// collision detection works
system.GridContainer.Grid.SetTile(
system.GridContainer.Grid.SetSolidTile(
assets.NewTileBlock(convertible.NewSprite),
convertible.Position.Point(),
)