completed animation setup and code based solely on LDTK settings

This commit is contained in:
2024-04-03 19:39:08 +02:00
parent 001b67f97a
commit f844058bf9
13 changed files with 262 additions and 172 deletions

View File

@@ -11,13 +11,13 @@ import (
type AnimationSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Animation, Timer]
Selector *generic.Filter2[Position, Renderable]
Cellsize int
}
func NewAnimationSystem(world *ecs.World, cellsize int) System {
system := &AnimationSystem{
Selector: generic.NewFilter3[Position, Animation, Timer](),
Selector: generic.NewFilter2[Position, Renderable](),
World: world,
Cellsize: cellsize,
}
@@ -26,31 +26,31 @@ func NewAnimationSystem(world *ecs.World, cellsize int) System {
}
func (system *AnimationSystem) Update() error {
// display debris after collecting
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
for query.Next() {
// we loop, but it's only one anyway
_, animation, timer := query.Get()
animation.Show = true
if timer.IsReady() {
switch {
// animation shows from earlier tick, animate
case animation.Index > -1 && animation.Index < len(animation.Tiles)-1:
animation.Index++
timer.Start(config.ANIMATION_LOOPWAIT)
default:
// last sprite reached, remove it
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
_, render := query.Get()
if render.Animate.Active {
if render.Animate.Timer.IsReady() {
switch {
// animation shows from earlier tick, animate
case render.Animate.Index > -1 && render.Animate.Index < len(render.Animate.Tiles)-1:
render.Animate.Index += 1
render.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
default:
// last sprite reached
if render.Animate.Loop {
render.Animate.Index = 0
} else {
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
} else {
render.Animate.Timer.Update()
}
} else {
timer.Update()
}
}
for _, entity := range EntitiesToRemove {
@@ -66,12 +66,12 @@ func (system *AnimationSystem) Draw(screen *ebiten.Image) {
query := system.Selector.Query(system.World)
for query.Next() {
pos, animation, _ := query.Get()
pos, render := query.Get()
if animation.Show {
if render.Animate.Active {
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(animation.Tiles[animation.Index], op)
screen.DrawImage(render.Animate.Tiles[render.Animate.Index], op)
}
}
}

View File

@@ -1,10 +1,9 @@
package systems
import (
"openquell/assets"
"log/slog"
"openquell/components"
. "openquell/components"
"openquell/config"
. "openquell/config"
"openquell/observers"
@@ -15,13 +14,15 @@ import (
type CollectibleSystem struct {
World *ecs.World
Cellsize int
Selector *generic.Filter3[Position, Collectible, Renderable]
}
func NewCollectibleSystem(world *ecs.World) System {
func NewCollectibleSystem(world *ecs.World, cellsize int) System {
system := &CollectibleSystem{
Selector: generic.NewFilter3[Position, Collectible, Renderable](),
World: world,
Cellsize: cellsize,
}
return system
@@ -33,9 +34,6 @@ func (system *CollectibleSystem) Update() error {
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
animationpositions := []*components.Position{}
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
numcollectibles := query.Count()
@@ -45,7 +43,7 @@ func (system *CollectibleSystem) Update() error {
}
for query.Next() {
colposition, _, _ := query.Get()
colposition, _, render := query.Get()
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
@@ -56,23 +54,22 @@ func (system *CollectibleSystem) Update() error {
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, _ := colposition.Intersects(playerposition, playervelocity)
if ok {
//slog.Debug("bumped into collectible", "collectible", collectible)
animationpositions = append(animationpositions, colposition)
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
if ok && !render.Hidden {
slog.Debug("bumped into collectible", "colpos", colposition)
render.StartAnimation()
// position the animation relative to the middle of the current entity
colposition.Update(
colposition.X-(system.Cellsize/2),
colposition.Y-(system.Cellsize/2),
64,
)
numcollectibles--
}
}
}
for _, pos := range animationpositions {
system.AddAnimation(pos)
}
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
numcollectibles--
}
if numcollectibles == 0 {
// winner, winner, chicken dinner!
timer := observers.GetGameObserver(system.World).StopTimer
@@ -92,36 +89,11 @@ func (system *CollectibleSystem) Draw(screen *ebiten.Image) {
for query.Next() {
pos, _, sprite := query.Get()
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
if !sprite.Hidden {
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
screen.DrawImage(sprite.Image, op)
}
}
}
func (system *CollectibleSystem) AddAnimation(position *components.Position) {
observer := observers.GetGameObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
components.Animation,
components.Timer,
](system.World)
animationID := ecs.ComponentID[components.Animation](system.World)
entity := ptmapper.New()
pos, animation, timer := ptmapper.Get(entity)
observer.AddEntity(entity, animationID)
animation.Index = assets.Tiles["Animation"].Animation
animation.Tiles = assets.Tiles["Animation"].Tiles
pos.Update(
position.X-(16), // FIXME: use global tilesize!
position.Y-(16),
64,
)
timer.Start(config.ANIMATION_STARTWAIT)
}

View File

@@ -1,7 +1,6 @@
package systems
import (
"log/slog"
. "openquell/components"
"github.com/hajimehoshi/ebiten/v2"
@@ -58,7 +57,6 @@ func (system *GridSystem) Draw(screen *ebiten.Image) {
counter++
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
slog.Debug("rendering tile", "sprite", sprite)
system.Cache.DrawImage(sprite.Image, op)
}