package systems import ( "log/slog" "openquell/components" . "openquell/components" . "openquell/config" "openquell/grid" "openquell/observers" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/mlange-42/arche/ecs" "github.com/mlange-42/arche/generic" ) type PlayerSystem struct { World *ecs.World Selector *generic.Filter4[Position, Velocity, Player, Renderable] GridContainer *grid.GridContainer } func NewPlayerSystem(world *ecs.World, gridcontainer *grid.GridContainer) System { system := &PlayerSystem{ Selector: generic.NewFilter4[Position, Velocity, Player, Renderable](), GridContainer: gridcontainer, World: world, } return system } func (system PlayerSystem) Update() error { var EntitiesToRemove []ecs.Entity // check if we need to switch player[s] system.SwitchPlayers() // check player movements etc query := system.Selector.Query(system.World) count := query.Count() for query.Next() { playerposition, velocity, player, _ := query.Get() if !player.IsPrimary { continue } // check if the user alters or initiates movement system.CheckMovement(velocity) // check if player collides with walls or edges system.CheckGridCollision(playerposition, velocity) if count > 1 { // check if player collides with another player, fuse them if any EntitiesToRemove = system.CheckPlayerCollision(playerposition, velocity, query.Entity()) } } // 2nd pass: move player after obstacle or collectible updates query = system.Selector.Query(system.World) for query.Next() { playerposition, velocity, _, _ := query.Get() playerposition.Move(velocity) } // we may have lost players, remove them here for _, entity := range EntitiesToRemove { slog.Debug("remove player", "ent", entity.IsZero()) system.World.RemoveEntity(entity) } return nil } func (system *PlayerSystem) Draw(screen *ebiten.Image) { // write the movable tiles op := &ebiten.DrawImageOptions{} query := system.Selector.Query(system.World) for query.Next() { pos, _, _, sprite := query.Get() op.GeoM.Reset() op.GeoM.Translate(float64(pos.X), float64(pos.Y)) screen.DrawImage(sprite.Image, op) } } func (system *PlayerSystem) SwitchPlayers() { // first check if we need to switch player switchable := false query := system.Selector.Query(system.World) count := query.Count() for query.Next() { _, _, player, _ := query.Get() if !player.IsPrimary { switchable = true } } if switchable { query := system.Selector.Query(system.World) for query.Next() { _, _, player, render := query.Get() if count == 1 && !player.IsPrimary { // there's only one player left, make it the primary one player.IsPrimary = true render.Image = player.SwitchSprite() } else { // many players, switch when requested if inpututil.IsKeyJustPressed(ebiten.KeyTab) { slog.Debug("switch players") if player.IsPrimary { player.IsPrimary = false render.Image = player.SwitchSprite() } else { player.IsPrimary = true render.Image = player.SwitchSprite() } } } } } } func (system *PlayerSystem) CheckMovement(velocity *components.Velocity) { if !velocity.Moving() { switch { case ebiten.IsKeyPressed(ebiten.KeyRight): velocity.Change(East) case ebiten.IsKeyPressed(ebiten.KeyLeft): velocity.Change(West) case ebiten.IsKeyPressed(ebiten.KeyDown): velocity.Change(South) case ebiten.IsKeyPressed(ebiten.KeyUp): velocity.Change(North) } } } func (system *PlayerSystem) CheckGridCollision( playerposition *components.Position, velocity *components.Velocity) { 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) } } } } } func (system *PlayerSystem) CheckPlayerCollision( position *components.Position, velocity *components.Velocity, player ecs.Entity) []ecs.Entity { observer := observers.GetGameObserver(system.World) posID := ecs.ComponentID[components.Position](system.World) EntitiesToRemove := []ecs.Entity{} for _, otherplayer := range observer.GetPlayers() { if !system.World.Alive(otherplayer) { continue } if otherplayer == player { continue } otherposition := (*Position)(system.World.Get(otherplayer, posID)) ok, _ := otherposition.Intersects(position, velocity) if ok { // keep displaying it until the two fully intersect EntitiesToRemove = append(EntitiesToRemove, otherplayer) } } // FIXME: add an animation highlighting the fusion return EntitiesToRemove }