fixed higher speed collisions, removed Speed comp, put into Velocity
This commit is contained in:
@@ -17,13 +17,13 @@ import (
|
||||
|
||||
type ObstacleSystem struct {
|
||||
World *ecs.World
|
||||
Selector *generic.Filter5[Position, Velocity, Obstacle, Renderable, Speed]
|
||||
Selector *generic.Filter4[Position, Velocity, Obstacle, Renderable]
|
||||
GridContainer *grid.GridContainer
|
||||
}
|
||||
|
||||
func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
|
||||
system := &ObstacleSystem{
|
||||
Selector: generic.NewFilter5[Position, Velocity, Obstacle, Renderable, Speed](),
|
||||
Selector: generic.NewFilter4[Position, Velocity, Obstacle, Renderable](),
|
||||
World: world,
|
||||
GridContainer: gridcontainer,
|
||||
}
|
||||
@@ -49,7 +49,7 @@ func (system *ObstacleSystem) Update() error {
|
||||
gameover := false
|
||||
|
||||
for query.Next() {
|
||||
obsposition, obsvelocity, _, _, speed := query.Get()
|
||||
obsposition, obsvelocity, _, _ := query.Get()
|
||||
|
||||
// check if one player has bumped into current obstacle
|
||||
for player := range playerobserver.Entities {
|
||||
@@ -107,7 +107,7 @@ func (system *ObstacleSystem) Update() error {
|
||||
}
|
||||
}
|
||||
|
||||
obsposition.Move(obsvelocity, speed)
|
||||
obsposition.Move(obsvelocity)
|
||||
}
|
||||
|
||||
}
|
||||
@@ -136,7 +136,7 @@ func (system *ObstacleSystem) Draw(screen *ebiten.Image) {
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
pos, _, _, sprite, _ := query.Get()
|
||||
pos, _, _, sprite := query.Get()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
|
||||
|
||||
@@ -14,13 +14,13 @@ import (
|
||||
|
||||
type PlayerSystem struct {
|
||||
World *ecs.World
|
||||
Selector *generic.Filter5[Position, Velocity, Player, Renderable, Speed]
|
||||
Selector *generic.Filter4[Position, Velocity, Player, Renderable]
|
||||
GridContainer *grid.GridContainer
|
||||
}
|
||||
|
||||
func NewPlayerSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
|
||||
system := &PlayerSystem{
|
||||
Selector: generic.NewFilter5[Position, Velocity, Player, Renderable, Speed](),
|
||||
Selector: generic.NewFilter4[Position, Velocity, Player, Renderable](),
|
||||
GridContainer: gridcontainer,
|
||||
World: world,
|
||||
}
|
||||
@@ -33,7 +33,7 @@ func (system PlayerSystem) Update() error {
|
||||
switchable := false
|
||||
query := system.Selector.Query(system.World)
|
||||
for query.Next() {
|
||||
_, _, player, _, _ := query.Get()
|
||||
_, _, player, _ := query.Get()
|
||||
if !player.IsPrimary {
|
||||
switchable = true
|
||||
}
|
||||
@@ -42,7 +42,7 @@ func (system PlayerSystem) Update() error {
|
||||
if switchable {
|
||||
query := system.Selector.Query(system.World)
|
||||
for query.Next() {
|
||||
_, _, player, render, _ := query.Get()
|
||||
_, _, player, render := query.Get()
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyTab) {
|
||||
slog.Debug("switch players")
|
||||
if player.IsPrimary {
|
||||
@@ -59,7 +59,7 @@ func (system PlayerSystem) Update() error {
|
||||
// check player movements etc
|
||||
query = system.Selector.Query(system.World)
|
||||
for query.Next() {
|
||||
playerposition, velocity, player, _, _ := query.Get()
|
||||
playerposition, velocity, player, _ := query.Get()
|
||||
|
||||
if !player.IsPrimary {
|
||||
continue
|
||||
@@ -75,6 +75,24 @@ func (system PlayerSystem) Update() error {
|
||||
velocity.Change(South)
|
||||
case ebiten.IsKeyPressed(ebiten.KeyUp):
|
||||
velocity.Change(North)
|
||||
case ebiten.IsKeyPressed(ebiten.Key1):
|
||||
velocity.Speed = 1
|
||||
case ebiten.IsKeyPressed(ebiten.Key2):
|
||||
velocity.Speed = 2
|
||||
case ebiten.IsKeyPressed(ebiten.Key3):
|
||||
velocity.Speed = 3
|
||||
case ebiten.IsKeyPressed(ebiten.Key4):
|
||||
velocity.Speed = 4
|
||||
case ebiten.IsKeyPressed(ebiten.Key5):
|
||||
velocity.Speed = 5
|
||||
case ebiten.IsKeyPressed(ebiten.Key6):
|
||||
velocity.Speed = 6
|
||||
case ebiten.IsKeyPressed(ebiten.Key7):
|
||||
velocity.Speed = 7
|
||||
case ebiten.IsKeyPressed(ebiten.Key8):
|
||||
velocity.Speed = 8
|
||||
case ebiten.IsKeyPressed(ebiten.Key9):
|
||||
velocity.Speed = 9
|
||||
// other keys: <tab>: switch player, etc
|
||||
}
|
||||
}
|
||||
@@ -87,6 +105,8 @@ func (system PlayerSystem) Update() error {
|
||||
} else {
|
||||
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
|
||||
if ok {
|
||||
slog.Debug("HaveSolidNeighbor", "ok", ok, "tilepos",
|
||||
tilepos.Point(), "playerpos", playerposition)
|
||||
intersects, newpos := tilepos.Intersects(playerposition, velocity)
|
||||
if intersects {
|
||||
// slog.Debug("collision detected", "tile",
|
||||
@@ -103,8 +123,8 @@ func (system PlayerSystem) Update() error {
|
||||
query = system.Selector.Query(system.World)
|
||||
for query.Next() {
|
||||
// move player after obstacle or collectible updates
|
||||
playerposition, velocity, _, _, speed := query.Get()
|
||||
playerposition.Move(velocity, speed)
|
||||
playerposition, velocity, _, _ := query.Get()
|
||||
playerposition.Move(velocity)
|
||||
}
|
||||
|
||||
return nil
|
||||
@@ -116,7 +136,7 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
pos, _, _, sprite, _ := query.Get()
|
||||
pos, _, _, sprite := query.Get()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
|
||||
|
||||
Reference in New Issue
Block a user