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7 changed files with 32 additions and 148 deletions

37
TODO.md
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@ -1,8 +1,22 @@
## Levels:
- Add shaders for animation (player destruction etc)
- Start New game starts with last played level, better add a Resume
Game menu item for this and use Start New always for level 1.
- for finding caller:
pc := make([]uintptr, 10)
n := runtime.Callers(0, pc)
pc = pc[:n]
fs := runtime.CallersFrames(pc)
source, _ := fs.Next()
source, _ = fs.Next()
source, _ = fs.Next()
slog.Debug("get observer", "minmoves", observer.LevelScore,
"file", source.File, "line", source.Line)
- Turn menu button in hud_system (events in level_scene!) into ebitenui button
- Obstacle don't stop at collectibles
@ -33,10 +47,19 @@
- Add save to disk feature including settings and player
accomplishements (FIXME: find the lib, asked in Discord)
- Add coded animated background like in https://github.com/tinne26/bindless/tree/main/src/misc/background
- Rework sprites (again!) to match stellar background: maybe more
technical tiles and items? Like some robotic setup?
- Fix collision snapin: sometimes, when an entity moves to the right
or south (NOT left or north!) it snaps in visibly, so a short wobble
can be seen.
- Rework animation system: since it is impossible to assign multiple
animation types to an entity via LDTK, hard code it in Tiles. Keep
implementation though. CAUTION: last time I changed this, the
collectible detonation didn't work anymore!
@ -59,17 +82,3 @@
Collider.IntersectResolve => func(newpos) {player.pos = newpos; player.vel = stop}
- in the end it must be possible to add new entities without the need
to write a collision check for them, but have collision detection anyway!
## Just in case stuff
- for finding caller:
pc := make([]uintptr, 10)
n := runtime.Callers(0, pc)
pc = pc[:n]
fs := runtime.CallersFrames(pc)
source, _ := fs.Next()
source, _ = fs.Next()
source, _ = fs.Next()
slog.Debug("get observer", "minmoves", observer.LevelScore,
"file", source.File, "line", source.Line)

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@ -1,42 +0,0 @@
JASC-PAL
0100
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32 0 59
63 0 83
108 0 108
146 0 124
187 0 151
236 0 178
255 19 186
255 64 190
255 113 213
255 147 231
255 186 253
245 220 255
255 255 255
0 0 0
12 12 12
26 26 26
39 39 39
54 54 54
71 71 71
86 86 86
99 99 99
118 118 118
133 133 133
153 153 153
177 177 177
205 205 205
42 2 0
52 9 0
71 24 0
94 46 0
131 71 0
165 96 0
201 106 0
243 119 0
255 165 41
255 186 82
255 239 169
255 250 211
255 255 247

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@ -115,8 +115,3 @@ func (tile *Position) Intersects(moving *Position, velocity *Velocity) (bool, *P
return false, nil
}
func (tile *Position) Intersecting(position *Position, velocity *Velocity) bool {
is := tile.Rect.Bounds().Intersect(position.Rect.Bounds())
return is != image.ZR
}

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@ -3,8 +3,6 @@ package grid
import (
"openquell/components"
. "openquell/config"
"log/slog"
)
// Check a collision on the grid. We check if the entity in question
@ -26,8 +24,8 @@ func (grid *Grid) CheckGridCollision(
} else {
ok, tilepos := grid.GetSolidNeighborPosition(position, velocity, true)
if ok {
slog.Debug("(3) HaveSolidNeighbor", "tilepos",
tilepos.String(), "playpos", position.String())
// slog.Debug("HaveSolidNeighbor", "ok", ok, "tilepos",
// tilepos.Point(), "playerpos", playerposition)
intersects, newpos := tilepos.Intersects(position, velocity)
if intersects {
respond_solid(position, velocity, newpos)
@ -46,66 +44,6 @@ func (grid *Grid) GetSolidNeighborPosition(
return false, nil
}
// set to true if we are already on the last tile in the current
// direction, i.e. on the edge of the grid
edge := true
moving := position.GetMoved(velocity)
neighborpos := position.Point()
if velocity.Direction == East || velocity.Direction == South {
// FIXES snapin to down+right, but now top+left fail. Only in
// these cases we need to look at the neighbor in the future
// position where we will be when we move forward. I don't
// know why it is like this, in fact it doesn't really make
// any sense. But it works, so I'll keep it that way for the
// moment.
neighborpos = moving.Point()
}
switch velocity.Direction {
case East:
if neighborpos.X < grid.TilesX {
neighborpos.X++
edge = false
}
case West:
if neighborpos.X > 0 {
neighborpos.X--
edge = false
}
case South:
if neighborpos.Y < grid.TilesY {
neighborpos.Y++
edge = false
}
case North:
if neighborpos.Y > 0 {
neighborpos.Y--
edge = false
}
}
newpos := components.NewPosition(neighborpos, grid.Tilesize)
slog.Debug("SolidNeighbor?", "player", position.Point(),
"neighbor", neighborpos, "edge", edge, "neighbor-solid",
grid.Map[neighborpos].Solid, "newpos", newpos.Point())
if !edge && grid.Map[neighborpos].Solid {
return true, newpos
}
return false, nil
}
func (grid *Grid) OrigGetSolidNeighborPosition(
position *components.Position,
velocity *components.Velocity,
solid bool) (bool, *components.Position) {
if !solid {
return false, nil
}
// set to true if we are already on the last tile in the current
// direction, i.e. on the edge of the grid
edge := true
@ -136,9 +74,9 @@ func (grid *Grid) OrigGetSolidNeighborPosition(
newpos := components.NewPosition(neighborpos, grid.Tilesize)
slog.Debug("SolidNeighbor?", "player", position.Point(),
"neighbor", neighborpos, "edge", edge, "neighbor-solid",
grid.Map[neighborpos].Solid, "newpos", newpos.Point())
// slog.Debug("SolidNeighbor?", "player", position.Point(),
// "neighbor", neighborpos, "edge", edge, "neighbor-solid",
// grid.Map[neighborpos].Solid, "newpos", newpos.Point())
if !edge && grid.Map[neighborpos].Solid {
return true, newpos
}

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@ -1,7 +1,6 @@
package systems
import (
"fmt"
"log/slog"
"openquell/components"
. "openquell/components"
@ -10,7 +9,6 @@ import (
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
@ -48,7 +46,6 @@ func PlayerBumpWallResponder(
vel *components.Velocity,
newpos *components.Position) {
slog.Debug("(2) PlayerBumpWallResponder", "old", pos.String(), "new", newpos.String())
pos.Set(newpos)
vel.Change(Stop)
}
@ -70,16 +67,12 @@ func (system PlayerSystem) Update() error {
continue
}
// check if the user alters or initiates movement, only
// changes player direction
// check if the user alters or initiates movement
system.CheckMovement(playerposition, velocity, player)
// check if player collides with walls or edges
if velocity.Moving() {
slog.Debug("(2) checking grid collision")
system.GridContainer.Grid.CheckGridCollision(
playerposition, velocity, PlayerBumpEdgeResponder, PlayerBumpWallResponder)
}
system.GridContainer.Grid.CheckGridCollision(
playerposition, velocity, PlayerBumpEdgeResponder, PlayerBumpWallResponder)
if count > 1 {
// check if player collides with another player, fuse them if any
@ -106,11 +99,7 @@ func (system PlayerSystem) Update() error {
query = system.Selector.Query(system.World)
for query.Next() {
playerposition, velocity, _, _ := query.Get()
oldpos := playerposition.String()
if velocity.Moving() {
playerposition.Move(velocity)
slog.Debug("(4) moving player", "old", oldpos, "new", playerposition.String())
}
playerposition.Move(velocity)
}
// we may have lost players, remove them here
@ -135,8 +124,6 @@ func (system *PlayerSystem) Draw(screen *ebiten.Image) {
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
ebitenutil.DebugPrintAt(screen, pos.String(), pos.X, pos.Y) // print player pos
}
}
@ -209,9 +196,6 @@ func (system *PlayerSystem) CheckMovement(
player.LoopCount = 0
observer.AddMove()
}
} else {
fmt.Println("------------------------")
slog.Debug("(1) player is at", "current", position.String())
}
}