added intermediate popup after win/loose, refresh level setup, fixes
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@@ -30,6 +30,7 @@ func NewCollectibleSystem(world *ecs.World) *CollectibleSystem {
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func (system *CollectibleSystem) Update() {
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
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veloID := ecs.ComponentID[components.Velocity](system.World)
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@@ -40,7 +41,7 @@ func (system *CollectibleSystem) Update() {
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query := system.Selector.Query(system.World)
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numcollectibles := query.Count()
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if numcollectibles == 0 {
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if numcollectibles == 0 || gameobserver.Lost {
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query.Close()
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return
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}
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117
systems/obstacle_system.go
Normal file
117
systems/obstacle_system.go
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@@ -0,0 +1,117 @@
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package systems
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import (
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"log/slog"
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"openquell/assets"
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"openquell/components"
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. "openquell/components"
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"openquell/config"
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. "openquell/config"
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"openquell/observers"
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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/generic"
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)
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type ObstacleSystem struct {
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World *ecs.World
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Selector *generic.Filter3[Position, Obstacle, Renderable]
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}
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func NewObstacleSystem(world *ecs.World) *ObstacleSystem {
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system := &ObstacleSystem{
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Selector: generic.NewFilter3[Position, Obstacle, Renderable](),
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World: world,
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}
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return system
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}
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func (system *ObstacleSystem) Update() {
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playerobserver := observers.GetPlayerObserver(system.World)
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gameobserver := observers.GetGameObserver(system.World)
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if gameobserver.Lost {
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return
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}
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posID := ecs.ComponentID[components.Position](system.World)
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veloID := ecs.ComponentID[components.Velocity](system.World)
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EntitiesToRemove := []ecs.Entity{}
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query := system.Selector.Query(system.World)
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gameover := false
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for query.Next() {
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obsposition, obstacle, _ := query.Get()
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for player := range playerobserver.Entities {
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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ok, _ := playerposition.Intersects(obsposition, playervelocity)
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if ok {
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slog.Debug("bumped into obstacle", "obstacle", obstacle)
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EntitiesToRemove = append(EntitiesToRemove, player)
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gameover = true
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}
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}
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}
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for _, entity := range EntitiesToRemove {
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system.World.RemoveEntity(entity)
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}
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if gameover {
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// winner, winner, chicken dinner!
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timer := gameobserver.StopTimer
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if !timer.Running {
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timer.Start(LEVEL_END_WAIT)
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}
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gameobserver.Gameover()
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}
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}
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func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
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// write the movable tiles
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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for query.Next() {
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pos, _, sprite := query.Get()
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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 (system *ObstacleSystem) AddParticle(position *components.Position) {
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particleobserver := observers.GetParticleObserver(system.World)
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ptmapper := generic.NewMap3[
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components.Position,
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components.Particle,
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components.Timer,
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](system.World)
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entity := ptmapper.New()
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pos, particle, timer := ptmapper.Get(entity)
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particleobserver.AddEntity(entity)
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particle.Index = assets.Tiles['*'].Particle
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particle.Particles = assets.Tiles['*'].Particles
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pos.Update(
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position.X-(16), // FIXME: use global tilesize!
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position.Y-(16),
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64,
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)
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timer.Start(config.PARTICLE_LOOPWAIT)
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}
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@@ -15,6 +15,7 @@ type PlayerSystem struct {
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Selector *generic.Filter5[Position, Velocity, Player, Renderable, Speed]
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Particle *ParticleSystem
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Collectible *CollectibleSystem
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Obstacle *ObstacleSystem
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Grid *GridSystem
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}
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@@ -23,6 +24,7 @@ func NewPlayerSystem(world *ecs.World, grid *GridSystem) *PlayerSystem {
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Selector: generic.NewFilter5[Position, Velocity, Player, Renderable, Speed](),
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Particle: NewParticleSystem(world, grid.Tilesize),
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Collectible: NewCollectibleSystem(world),
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Obstacle: NewObstacleSystem(world),
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Grid: grid,
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World: world,
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}
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@@ -75,6 +77,7 @@ func (system PlayerSystem) Update() error {
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system.Particle.Update()
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system.Collectible.Update()
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system.Obstacle.Update()
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return nil
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}
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@@ -93,6 +96,7 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
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screen.DrawImage(sprite.Image, op)
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}
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system.Obstacle.Draw(screen)
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system.Collectible.Draw(screen)
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system.Particle.Draw(screen)
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}
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