added intermediate popup after win/loose, refresh level setup, fixes
This commit is contained in:
parent
e12af87fb7
commit
fd570216f0
4
TODO.md
4
TODO.md
@ -23,3 +23,7 @@ if inpututil.IsKeyJustPressed(ebiten.KeyS) {
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}
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png.Encode(f, screen)
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}
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- Add some final message when the player reaches the last level, start
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from scratch or a message to buy me some beer, whatever
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@ -5,13 +5,13 @@ Background: background-lila
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########
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#o o #o#
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# o # #
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# S # #
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# #### #
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# #### #
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# #
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#o o#
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# #
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########
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@ -1,5 +1,5 @@
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Description: find the fruit
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Background: background-orange
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Background: background-lila
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# ############
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@ -7,7 +7,7 @@ Background: background-orange
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############ #
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# o S #
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# ######## ###
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#
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+ #
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############ #
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# o # #
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# # ######## #
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@ -28,6 +28,7 @@ type Tile struct {
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Renderable bool
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Velocity bool
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Collectible bool
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Obstacle bool
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Particle int // -1=unused, 0-3 = show image of slice
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Particles []*ebiten.Image
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}
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@ -64,6 +65,17 @@ func NewTileCollectible(class string) *Tile {
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}
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}
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func NewTileObstacle(class string) *Tile {
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return &Tile{
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Id: '+',
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Sprite: Assets[class],
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Class: class,
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Solid: false,
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Renderable: true,
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Obstacle: true,
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}
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}
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func NewTileParticle(class []string) *Tile {
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sprites := []*ebiten.Image{}
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@ -109,6 +121,7 @@ func InitTiles() TileRegistry {
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'#': NewTileBlock("block-grey32"),
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'S': NewTilePlayer(),
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'o': NewTileCollectible("collectible-orange"),
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'+': NewTileObstacle("obstacle-star"),
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'*': NewTileParticle([]string{
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//"particle-ring-1",
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"particle-ring-2",
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BIN
assets/sprites/obstacle-star.png
Normal file
BIN
assets/sprites/obstacle-star.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 5.3 KiB |
@ -26,3 +26,4 @@ type Solid struct{}
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type Floor struct{}
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type Player struct{}
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type Collectible struct{}
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type Obstacle struct{}
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35
game/game.go
35
game/game.go
@ -3,6 +3,7 @@ package game
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import (
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"fmt"
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"image"
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"log/slog"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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@ -38,7 +39,7 @@ func NewGame(width, height, cellsize, startlevel int, startscene SceneName) *Gam
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game.Scenes[Menu] = NewMenuScene(game)
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game.Scenes[About] = NewAboutScene(game)
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game.Scenes[Popup] = NewPopupScene(game)
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game.Scenes[Play] = NewLevelScene(game, startlevel)
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//game.Scenes[Play] = NewLevelScene(game, startlevel)
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game.Scenes[Select] = NewSelectScene(game)
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game.CurrentScene = startscene
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@ -56,13 +57,20 @@ func (game *Game) Update() error {
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gameobserver := observers.GetGameObserver(game.World)
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// handle level ends
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// FIXME: add a scene here, which asks: restart, next or abort
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timer := gameobserver.StopTimer
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if timer.IsReady() {
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// a level is either lost or won, we display a small popup
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// asking the user how to continue from here
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timer.Reset()
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gameobserver.CurrentLevel++
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gameobserver.Score++ // FIXME: use level.Score(), see TODO
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slog.Debug("timer ready", "lost", gameobserver.Lost, "retry", gameobserver.Retry)
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if !gameobserver.Lost {
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gameobserver.Score++ // FIXME: use level.Score(), see TODO
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}
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game.Scenes[Nextlevel] = NewNextlevelScene(game, gameobserver.Lost)
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game.CurrentScene = Nextlevel
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}
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scene := game.GetCurrentScene()
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@ -76,8 +84,27 @@ func (game *Game) Update() error {
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next := scene.GetNext()
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if next != game.CurrentScene {
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if next == Play && game.CurrentScene == Nextlevel {
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// switched from nextlevel (lost or won) popup to play (either retry or next level)
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if !gameobserver.Retry {
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gameobserver.CurrentLevel++
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}
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gameobserver.Retry = false
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}
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if next == Play {
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// fresh setup of actual level every time we enter the play scene
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game.Scenes[Play] = NewLevelScene(game, gameobserver.CurrentLevel)
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}
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// make sure we stay on the selected scene
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scene.ResetNext()
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// finally switch
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game.CurrentScene = next
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// FIXME: add some reset function to gameobserver for these kinds of things
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gameobserver.Lost = false
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}
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timer.Update()
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@ -30,6 +30,7 @@ type Level struct {
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func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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gridsystem := systems.NewGridSystem(game.World, game.ScreenWidth,
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game.ScreenHeight, cellsize, plan.Background)
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playersystem := systems.NewPlayerSystem(game.World, gridsystem)
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return &Level{
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117
game/nextlevel_scene.go
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117
game/nextlevel_scene.go
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@ -0,0 +1,117 @@
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package game
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import (
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"image/color"
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"log/slog"
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"openquell/assets"
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"openquell/gameui"
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"openquell/observers"
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"github.com/ebitenui/ebitenui"
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"github.com/ebitenui/ebitenui/widget"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type NextlevelScene struct {
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Game *Game
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Next SceneName
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Whoami SceneName
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UseCache bool
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Ui *ebitenui.UI
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Lost bool
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}
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func NewNextlevelScene(game *Game, lost bool) Scene {
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scene := &NextlevelScene{
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Whoami: Nextlevel,
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Game: game,
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Next: Nextlevel,
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Lost: lost,
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}
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scene.SetupUI()
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return scene
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}
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func (scene *NextlevelScene) GetNext() SceneName {
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return scene.Next
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}
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func (scene *NextlevelScene) ResetNext() {
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scene.Next = scene.Whoami
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}
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func (scene *NextlevelScene) SetNext(next SceneName) {
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slog.Debug("select setnext", "next", next)
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scene.Next = next
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}
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func (scene *NextlevelScene) Clearscreen() bool {
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// both level_scene AND the popup must not clear to get an actual popup
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return false
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}
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func (scene *NextlevelScene) Update() error {
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scene.Ui.Update()
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return nil
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}
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func (scene *NextlevelScene) Draw(screen *ebiten.Image) {
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background := assets.Assets["background-popup"]
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(
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float64((scene.Game.ScreenWidth/2)-(background.Bounds().Dx()/2)),
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float64((scene.Game.ScreenHeight/2)-(background.Bounds().Dy()/2)),
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)
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screen.DrawImage(assets.Assets["background-popup"], op)
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scene.Ui.Draw(screen)
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}
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func (scene *NextlevelScene) SetupUI() {
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blue := color.RGBA{0, 255, 128, 255}
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gameobserver := observers.GetGameObserver(scene.Game.World)
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rowContainer := gameui.NewRowContainer(false)
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labeltext := "Success"
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switch scene.Lost {
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case true:
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labeltext = "Failure"
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}
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buttonRetry := gameui.NewMenuButton("Retry", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Play)
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gameobserver.Retry = true
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})
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buttonNext := gameui.NewMenuButton("Next Level", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Play)
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gameobserver.Retry = false
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})
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buttonAbort := gameui.NewMenuButton("Abort", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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scene.SetNext(Menu)
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})
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label := widget.NewText(
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widget.TextOpts.Text(labeltext, *assets.FontRenderer.FontBig, blue),
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widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter),
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)
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rowContainer.AddChild(label)
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rowContainer.AddChild(buttonNext)
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rowContainer.AddChild(buttonRetry)
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rowContainer.AddChild(buttonAbort)
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scene.Ui = &ebitenui.UI{
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Container: rowContainer.Container(),
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}
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}
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@ -5,13 +5,14 @@ import (
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)
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const (
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Welcome = iota // startup
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Menu // main top level menu
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Play // actual playing happens here
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About // about the game
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Settings // options
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Popup // in-game options
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Select // select which level to play
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Welcome = iota // startup
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Menu // main top level menu
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Play // actual playing happens here
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About // about the game
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Settings // options
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Popup // in-game options
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Select // select which level to play
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Nextlevel // displayed after loose or win
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)
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// Wrapper for different screens to be shown, as Welcome, Options,
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11
grid/grid.go
11
grid/grid.go
@ -48,6 +48,11 @@ func NewGrid(world *ecs.World,
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components.Renderable,
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components.Collectible](world)
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obsmapper := generic.NewMap3[
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components.Position,
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components.Renderable,
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components.Obstacle](world)
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var pos *components.Position
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var render *components.Renderable
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var speed *components.Speed
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@ -66,10 +71,14 @@ func NewGrid(world *ecs.World,
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pos, _, render, speed, _ = playermapper.Get(entity)
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playerobserver.AddEntity(entity)
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speed.Value = config.PLAYERSPEED
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slog.Debug("player start pos", "X", point.X*tilesize, "Y", point.Y*tilesize, "Z", 191)
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slog.Debug("player start pos", "X", point.X*tilesize,
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"Y", point.Y*tilesize, "Z", 191)
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case tile.Collectible:
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entity := colmapper.New()
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pos, render, _ = colmapper.Get(entity)
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case tile.Obstacle:
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entity := obsmapper.New()
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pos, render, _ = obsmapper.Get(entity)
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default:
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log.Fatalln("unsupported tile type encountered")
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}
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@ -9,9 +9,12 @@ import (
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// Used for global game state
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type GameObserver struct {
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CurrentLevel, Width, Height, Cellsize, Score int
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StopTimer *components.Timer
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Lost bool // set to true if player is struck or something, by default: win!
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CurrentLevel, Width int
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Height, Cellsize, Score int
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StopTimer *components.Timer
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Lost bool // set to true if player is struck or something, by default: win!
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Retry bool
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NextlevelText string
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}
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func NewGameObserver(world *ecs.World, startlevel, width, height, cellsize int) *GameObserver {
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@ -34,3 +37,7 @@ func GetGameObserver(world *ecs.World) *GameObserver {
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observer := world.Resources().Get(observerID).(*GameObserver)
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return observer
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}
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func (observer *GameObserver) Gameover() {
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observer.Lost = true
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}
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BIN
src/star.xcf
Normal file
BIN
src/star.xcf
Normal file
Binary file not shown.
@ -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
Normal file
@ -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,
|
||||
}
|
||||
@ -75,6 +77,7 @@ func (system PlayerSystem) Update() error {
|
||||
|
||||
system.Particle.Update()
|
||||
system.Collectible.Update()
|
||||
system.Obstacle.Update()
|
||||
|
||||
return nil
|
||||
}
|
||||
@ -93,6 +96,7 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
|
||||
screen.DrawImage(sprite.Image, op)
|
||||
}
|
||||
|
||||
system.Obstacle.Draw(screen)
|
||||
system.Collectible.Draw(screen)
|
||||
system.Particle.Draw(screen)
|
||||
}
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user