started implementing score system

This commit is contained in:
2024-02-28 13:15:45 +01:00
parent 707281212a
commit ebaeb51f68
6 changed files with 58 additions and 24 deletions

View File

@@ -11,6 +11,10 @@ import (
"github.com/mlange-42/arche/listener"
)
type Score struct {
Min, Score int
}
// Used for global game state. Also stores mobile entities of the
// current level. The Entities map will be reset on each level
// initialization in grid/grid.go
@@ -23,6 +27,7 @@ type GameObserver struct {
Retry bool
NextlevelText string
Entities map[ecs.ID]map[ecs.Entity]int
LevelScore []Score // one score per level
}
func (observer *GameObserver) GetListenerCallback(comp ecs.ID) listener.Callback {
@@ -36,7 +41,8 @@ func (observer *GameObserver) GetListenerCallback(comp ecs.ID) listener.Callback
)
}
func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int) *GameObserver {
func NewGameObserver(world *ecs.World, startlevel, levelcount,
width, height, cellsize int) *GameObserver {
observer := &GameObserver{
CurrentLevel: startlevel,
StopTimer: &components.Timer{},
@@ -46,9 +52,6 @@ func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int)
World: world,
}
resmanger := generic.NewResource[GameObserver](world)
resmanger.Add(observer)
playerID := ecs.ComponentID[components.Player](world)
obstacleID := ecs.ComponentID[components.Obstacle](world)
particleID := ecs.ComponentID[components.Particle](world)
@@ -70,6 +73,11 @@ func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int)
observer.Entities[obstacleID] = make(map[ecs.Entity]int)
observer.Entities[particleID] = make(map[ecs.Entity]int)
observer.LevelScore = make([]Score, levelcount)
resmanger := generic.NewResource[GameObserver](world)
resmanger.Add(observer)
return observer
}
@@ -124,3 +132,27 @@ func (observer *GameObserver) RemoveEntities() {
observer.Entities[obstacleID] = make(map[ecs.Entity]int)
observer.Entities[particleID] = make(map[ecs.Entity]int)
}
func (observer *GameObserver) SetupLevelScore(min []int) {
for level, minmoves := range min {
observer.LevelScore[level].Min = minmoves
}
}
// to be called from scenes where player wins or looses
func (observer *GameObserver) AddScore(level, moves int) {
observer.LevelScore[level].Score = ((observer.LevelScore[level].Min * 100) / moves) / 30
}
func (observer *GameObserver) GetScore() int {
sum := 0
for _, score := range observer.LevelScore {
sum += score.Score
}
return sum
}
func (observer *GameObserver) GetLevelScore(level int) int {
return observer.LevelScore[level].Score
}