Compare commits
1 Commits
master
...
collidersy
| Author | SHA1 | Date | |
|---|---|---|---|
| 267e15cc27 |
14
components/collider.go
Normal file
14
components/collider.go
Normal file
@ -0,0 +1,14 @@
|
||||
package components
|
||||
|
||||
import "github.com/mlange-42/arche/ecs"
|
||||
|
||||
// if the function returns true, the entity will be removed. The
|
||||
// supplied entity is the target entitiy with which the checked one
|
||||
// collided.
|
||||
|
||||
type Collider struct {
|
||||
CollisionHandler func(*ecs.World, *Position, *Position, *Velocity, ecs.Entity) bool
|
||||
EdgeHandler func(*ecs.World, *Position, *Position, *Velocity, ecs.Entity) bool
|
||||
PassoverHandler func(*ecs.World, *Position, *Velocity, *ecs.Entity) bool
|
||||
PassoverFinishedHandler func(*ecs.World, *Position, *Velocity, *ecs.Entity) bool
|
||||
}
|
||||
@ -38,6 +38,7 @@ func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneNa
|
||||
observers.NewPlayerObserver(&world)
|
||||
observers.NewParticleObserver(&world)
|
||||
observers.NewObstacleObserver(&world)
|
||||
observers.NewEntityObserver(&world)
|
||||
game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
|
||||
|
||||
game.Scenes[Welcome] = NewWelcomeScene(game)
|
||||
|
||||
@ -41,6 +41,9 @@ func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
|
||||
|
||||
systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
|
||||
|
||||
systemlist = append(systemlist,
|
||||
systems.NewCollisionSystem(game.World, gridcontainer))
|
||||
|
||||
systemlist = append(systemlist,
|
||||
systems.NewPlayerSystem(game.World, gridcontainer))
|
||||
|
||||
|
||||
16
grid/grid.go
16
grid/grid.go
@ -6,6 +6,7 @@ import (
|
||||
"openquell/assets"
|
||||
"openquell/components"
|
||||
"openquell/config"
|
||||
"openquell/handlers"
|
||||
"openquell/observers"
|
||||
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
@ -29,11 +30,12 @@ func NewGrid(world *ecs.World,
|
||||
|
||||
// we use this to turn our tiles into iterable entities, used for
|
||||
// collision detection, transformation and other things
|
||||
playermapper := generic.NewMap4[
|
||||
playermapper := generic.NewMap5[
|
||||
components.Position,
|
||||
components.Velocity,
|
||||
components.Renderable,
|
||||
components.Player](world)
|
||||
components.Player,
|
||||
components.Collider](world)
|
||||
|
||||
solidmapper := generic.NewMap4[
|
||||
components.Position,
|
||||
@ -70,9 +72,11 @@ func NewGrid(world *ecs.World,
|
||||
var transient *components.Transient
|
||||
var player *components.Player
|
||||
var destroyable *components.Destroyable
|
||||
var collider *components.Collider
|
||||
|
||||
playerobserver := observers.GetPlayerObserver(world)
|
||||
obstacleobserver := observers.GetObstacleObserver(world)
|
||||
entityobserver := observers.GetEntityObserver(world)
|
||||
|
||||
for point, tile := range mapslice {
|
||||
switch tile.Renderable {
|
||||
@ -83,14 +87,17 @@ func NewGrid(world *ecs.World,
|
||||
pos, render, _, _ = solidmapper.Get(entity)
|
||||
case tile.Player:
|
||||
entity := playermapper.New()
|
||||
pos, vel, render, player = playermapper.Get(entity)
|
||||
pos, vel, render, player, collider = playermapper.Get(entity)
|
||||
playerobserver.AddEntity(entity)
|
||||
vel.Speed = config.PLAYERSPEED
|
||||
player.IsPrimary = tile.IsPrimary
|
||||
player.Sprites = tile.Tiles
|
||||
collider.CollisionHandler = handlers.HandlePlayerCollision
|
||||
collider.EdgeHandler = handlers.HandlePlayerEdgeBump
|
||||
case tile.Collectible:
|
||||
entity := colmapper.New()
|
||||
pos, render, _ = colmapper.Get(entity)
|
||||
entityobserver.AddEntity(entity)
|
||||
case tile.Obstacle:
|
||||
entity := obsmapper.New()
|
||||
pos, vel, render, _ = obsmapper.Get(entity)
|
||||
@ -98,14 +105,17 @@ func NewGrid(world *ecs.World,
|
||||
vel.PointingAt = tile.Direction
|
||||
vel.Speed = config.PLAYERSPEED
|
||||
obstacleobserver.AddEntity(entity)
|
||||
entityobserver.AddEntity(entity)
|
||||
case tile.Transient:
|
||||
entity := transmapper.New()
|
||||
pos, render, transient = transmapper.Get(entity)
|
||||
transient.Sprites = tile.TileNames
|
||||
entityobserver.AddEntity(entity)
|
||||
case tile.Destroyable:
|
||||
entity := doormapper.New()
|
||||
pos, render, destroyable = doormapper.Get(entity)
|
||||
destroyable.Sprites = tile.Tiles
|
||||
entityobserver.AddEntity(entity)
|
||||
default:
|
||||
log.Fatalln("unsupported tile type encountered")
|
||||
}
|
||||
|
||||
25
handlers/collectible_handler.go
Normal file
25
handlers/collectible_handler.go
Normal file
@ -0,0 +1,25 @@
|
||||
package handlers
|
||||
|
||||
import (
|
||||
"openquell/components"
|
||||
. "openquell/config"
|
||||
)
|
||||
|
||||
// type Collider struct {
|
||||
// CollisionHandler func(*Position, *Position, *Velocity) bool
|
||||
// EdgeHandler func(*Position, *Position, *Velocity) bool
|
||||
// PassoverHandler func(*Position, *Velocity) bool
|
||||
// PassoverFinishedHandler func(*Position, *Velocity) bool
|
||||
// }
|
||||
|
||||
func HandleCollectibleCollision(pos, newpos *components.Position, velocity *components.Velocity) bool {
|
||||
pos.Set(newpos)
|
||||
velocity.Change(Stop)
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func HandleCollectibleEdgeBump(pos, newpos *components.Position, velocity *components.Velocity) bool {
|
||||
pos.Set(newpos)
|
||||
return true
|
||||
}
|
||||
72
handlers/player_handler.go
Normal file
72
handlers/player_handler.go
Normal file
@ -0,0 +1,72 @@
|
||||
package handlers
|
||||
|
||||
import (
|
||||
"openquell/components"
|
||||
. "openquell/config"
|
||||
"openquell/util"
|
||||
|
||||
"log/slog"
|
||||
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
)
|
||||
|
||||
// type Collider struct {
|
||||
// CollisionHandler func(*Position, *Position, *Velocity) bool
|
||||
// EdgeHandler func(*Position, *Position, *Velocity) bool
|
||||
// PassoverHandler func(*Position, *Velocity) bool
|
||||
// PassoverFinishedHandler func(*Position, *Velocity) bool
|
||||
// }
|
||||
|
||||
func HandlePlayerCollision(world *ecs.World, pos, newpos *components.Position,
|
||||
velocity *components.Velocity, target ecs.Entity) bool {
|
||||
|
||||
velmapper := generic.NewMap[components.Velocity](world)
|
||||
wallmapper := generic.NewMap[components.Solid](world)
|
||||
obsmapper := generic.NewMap[components.Obstacle](world)
|
||||
|
||||
if wallmapper.Has(target) {
|
||||
pos.Set(newpos)
|
||||
velocity.Change(Stop)
|
||||
return true
|
||||
}
|
||||
|
||||
if obsmapper.Has(target) {
|
||||
obsvelocity := velmapper.Get(target)
|
||||
|
||||
if CheckObstacleSide(velocity, obsvelocity.Direction) {
|
||||
// player died
|
||||
return false
|
||||
} else {
|
||||
// bumped into nonlethal obstacle side, stop the
|
||||
// player, set the obstacle in motion, if possible
|
||||
obsvelocity.Set(velocity)
|
||||
velocity.Change(Stop)
|
||||
pos.Set(newpos)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return true
|
||||
}
|
||||
|
||||
func HandlePlayerEdgeBump(world *ecs.World, playerpos,
|
||||
newpos *components.Position, velocity *components.Velocity, target ecs.Entity) bool {
|
||||
playerpos.Set(newpos)
|
||||
return true
|
||||
}
|
||||
|
||||
func CheckObstacleSide(playervelocity *components.Velocity, obsdirection int) bool {
|
||||
movingdirection := playervelocity.InvertDirection()
|
||||
|
||||
if movingdirection == Stop || movingdirection == obsdirection {
|
||||
slog.Debug("Damaging obstacle collision",
|
||||
"playerdirection", util.DirectionStr(playervelocity.Direction),
|
||||
"obsdirection", util.DirectionStr(obsdirection),
|
||||
"movingdirection", util.DirectionStr(movingdirection),
|
||||
)
|
||||
return true
|
||||
}
|
||||
|
||||
return false
|
||||
}
|
||||
50
observers/entity_observer.go
Normal file
50
observers/entity_observer.go
Normal file
@ -0,0 +1,50 @@
|
||||
package observers
|
||||
|
||||
import (
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/ecs/event"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
"github.com/mlange-42/arche/listener"
|
||||
)
|
||||
|
||||
// will be added as an ecs.Resource to the world so we can use it in
|
||||
// CollisionSystem to dynamically make it appear or disappear
|
||||
type EntityObserver struct {
|
||||
// we only have one obstacle so far, if we use multiple ones, turn
|
||||
// this in to a map, see player_observer.go for an example
|
||||
Entities map[ecs.Entity]int
|
||||
}
|
||||
|
||||
func NewEntityObserver(world *ecs.World) {
|
||||
observer := &EntityObserver{}
|
||||
observer.Entities = make(map[ecs.Entity]int)
|
||||
|
||||
resmanger := generic.NewResource[EntityObserver](world)
|
||||
resmanger.Add(observer)
|
||||
|
||||
listen := listener.NewCallback(
|
||||
func(world *ecs.World, event ecs.EntityEvent) {
|
||||
observerID := ecs.ResourceID[EntityObserver](world)
|
||||
observer := world.Resources().Get(observerID).(*EntityObserver)
|
||||
observer.RemoveEntity(event.Entity)
|
||||
},
|
||||
|
||||
event.EntityRemoved,
|
||||
)
|
||||
|
||||
world.SetListener(&listen)
|
||||
}
|
||||
|
||||
func GetEntityObserver(world *ecs.World) *EntityObserver {
|
||||
observerID := ecs.ResourceID[EntityObserver](world)
|
||||
observer := world.Resources().Get(observerID).(*EntityObserver)
|
||||
return observer
|
||||
}
|
||||
|
||||
func (observer *EntityObserver) AddEntity(entity ecs.Entity) {
|
||||
observer.Entities[entity] = 1
|
||||
}
|
||||
|
||||
func (observer *EntityObserver) RemoveEntity(entity ecs.Entity) {
|
||||
observer.Entities = make(map[ecs.Entity]int)
|
||||
}
|
||||
92
systems/collision_system.go
Normal file
92
systems/collision_system.go
Normal file
@ -0,0 +1,92 @@
|
||||
package systems
|
||||
|
||||
import (
|
||||
"openquell/components"
|
||||
. "openquell/components"
|
||||
"openquell/grid"
|
||||
"openquell/observers"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/mlange-42/arche/ecs"
|
||||
"github.com/mlange-42/arche/generic"
|
||||
)
|
||||
|
||||
type CollisionSystem struct {
|
||||
World *ecs.World
|
||||
Selector *generic.Filter4[Position, Velocity, Renderable, Collider]
|
||||
GridContainer *grid.GridContainer
|
||||
}
|
||||
|
||||
func NewCollisionSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
|
||||
system := &CollisionSystem{
|
||||
Selector: generic.NewFilter4[Position, Velocity, Renderable, Collider](),
|
||||
GridContainer: gridcontainer,
|
||||
World: world,
|
||||
}
|
||||
|
||||
return system
|
||||
}
|
||||
|
||||
func (system CollisionSystem) Update() error {
|
||||
entityobserver := observers.GetEntityObserver(system.World)
|
||||
|
||||
posID := ecs.ComponentID[components.Position](system.World)
|
||||
EntitiesToRemove := []ecs.Entity{}
|
||||
query := system.Selector.Query(system.World)
|
||||
|
||||
for query.Next() {
|
||||
position, velocity, _, handler := query.Get()
|
||||
if velocity.Moving() {
|
||||
// check if we bump agains the screen edge
|
||||
ok, newpos := system.GridContainer.Grid.BumpEdge(position, velocity)
|
||||
if ok {
|
||||
if handler.EdgeHandler != nil {
|
||||
if !handler.EdgeHandler(system.World, position, newpos, velocity, query.Entity()) {
|
||||
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
|
||||
}
|
||||
}
|
||||
} else {
|
||||
// check if we collide with some solid entity
|
||||
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(position, velocity, true)
|
||||
if ok {
|
||||
intersects, newpos := tilepos.Intersects(position, velocity)
|
||||
if intersects {
|
||||
if handler.CollisionHandler != nil {
|
||||
if !handler.CollisionHandler(system.World, position, newpos, velocity, query.Entity()) {
|
||||
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// check if current entity bumps into another entity
|
||||
for foreign_entity := range entityobserver.Entities {
|
||||
if foreign_entity == query.Entity() {
|
||||
// don't check entity against itself
|
||||
continue
|
||||
}
|
||||
|
||||
foreign_position := (*Position)(system.World.Get(foreign_entity, posID))
|
||||
|
||||
ok, newpos := foreign_position.Intersects(position, velocity)
|
||||
if ok {
|
||||
if handler.CollisionHandler != nil {
|
||||
if !handler.CollisionHandler(system.World, position, newpos, velocity, foreign_entity) {
|
||||
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
for _, entity := range EntitiesToRemove {
|
||||
system.World.RemoveEntity(entity)
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (system *CollisionSystem) Draw(screen *ebiten.Image) {}
|
||||
@ -34,86 +34,16 @@ func NewObstacleSystem(world *ecs.World, gridcontainer *grid.GridContainer) Syst
|
||||
func (system *ObstacleSystem) Update() error {
|
||||
playerobserver := observers.GetPlayerObserver(system.World)
|
||||
gameobserver := observers.GetGameObserver(system.World)
|
||||
obstacleobserver := observers.GetObstacleObserver(system.World)
|
||||
|
||||
if gameobserver.Lost {
|
||||
return nil
|
||||
}
|
||||
|
||||
posID := ecs.ComponentID[components.Position](system.World)
|
||||
veloID := ecs.ComponentID[components.Velocity](system.World)
|
||||
var gameover bool
|
||||
|
||||
EntitiesToRemove := []ecs.Entity{}
|
||||
|
||||
query := system.Selector.Query(system.World)
|
||||
gameover := false
|
||||
|
||||
for query.Next() {
|
||||
obsposition, obsvelocity, _, _ := query.Get()
|
||||
|
||||
// check if one player has bumped into current obstacle
|
||||
for player := range playerobserver.Entities {
|
||||
playerposition := (*Position)(system.World.Get(player, posID))
|
||||
playervelocity := (*Velocity)(system.World.Get(player, veloID))
|
||||
|
||||
ok, newpos := obsposition.Intersects(playerposition, playervelocity)
|
||||
if ok {
|
||||
// slog.Debug("bumped into obstacle", "obstacle", obstacle)
|
||||
|
||||
if CheckObstacleSide(playervelocity, obsvelocity.Direction) {
|
||||
// player died
|
||||
EntitiesToRemove = append(EntitiesToRemove, player)
|
||||
gameover = true
|
||||
} else {
|
||||
// bumped into nonlethal obstacle side, stop the
|
||||
// player, set the obstacle in motion, if possible
|
||||
slog.Debug("bump not die", "originalpos", playerposition)
|
||||
obsvelocity.Set(playervelocity)
|
||||
playervelocity.Change(Stop)
|
||||
playerposition.Set(newpos)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// check if current obstacle bumped into another obstacle
|
||||
for foreign_obstacle := range obstacleobserver.Entities {
|
||||
if foreign_obstacle == query.Entity() {
|
||||
// don't check obstacle against itself
|
||||
continue
|
||||
}
|
||||
|
||||
foreign_obstacle_position := (*Position)(system.World.Get(foreign_obstacle, posID))
|
||||
|
||||
ok, newpos := foreign_obstacle_position.Intersects(obsposition, obsvelocity)
|
||||
if ok {
|
||||
//slog.Debug("bumped into foreign obstacle", "obstacle", foreign_obstacle)
|
||||
obsposition.Set(newpos)
|
||||
obsvelocity.ResetDirectionAndStop()
|
||||
}
|
||||
}
|
||||
|
||||
// FIXME: this is the same loop as in player_system, unite the
|
||||
// two, just iterate over all entities with pos,vel,render, dammit
|
||||
if obsvelocity.Moving() {
|
||||
ok, tilepos := system.GridContainer.Grid.GetSolidNeighborPosition(obsposition, obsvelocity, true)
|
||||
if ok {
|
||||
intersects, newpos := tilepos.Intersects(obsposition, obsvelocity)
|
||||
if intersects {
|
||||
// slog.Debug("collision with foreign obstacle detected", "tile",
|
||||
// tilepos, "obs", obsposition, "new", newpos)
|
||||
|
||||
obsposition.Set(newpos)
|
||||
obsvelocity.ResetDirectionAndStop()
|
||||
}
|
||||
}
|
||||
|
||||
obsposition.Move(obsvelocity)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
for _, entity := range EntitiesToRemove {
|
||||
system.World.RemoveEntity(entity)
|
||||
if len(playerobserver.Entities) == 0 {
|
||||
// FIXME: check this in game or elsewhere
|
||||
gameover = true
|
||||
}
|
||||
|
||||
if gameover {
|
||||
|
||||
@ -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()
|
||||
_, velocity, player, _ := query.Get()
|
||||
|
||||
if !player.IsPrimary {
|
||||
continue
|
||||
@ -96,28 +96,6 @@ func (system PlayerSystem) Update() error {
|
||||
// other keys: <tab>: switch player, etc
|
||||
}
|
||||
}
|
||||
|
||||
if velocity.Moving() {
|
||||
ok, newpos := system.GridContainer.Grid.BumpEdge(playerposition, velocity)
|
||||
if ok {
|
||||
//slog.Debug("falling off the edge", "newpos", newpos)
|
||||
playerposition.Set(newpos)
|
||||
} 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",
|
||||
// tilepos, "player", playerposition, "new", newpos)
|
||||
|
||||
playerposition.Set(newpos)
|
||||
velocity.Change(Stop)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
query = system.Selector.Query(system.World)
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user