package game import ( "fmt" "image" . "openquell/components" . "openquell/config" "github.com/hajimehoshi/ebiten/v2" "github.com/mlange-42/arche/ecs" "github.com/mlange-42/arche/generic" ) type PlayerSystem struct { World *ecs.World Grid *Grid Selector *generic.Filter3[Position, Velocity, Player] Particle *ParticleSystem Collectible *CollectibleSystem } func NewPlayerSystem(world *ecs.World) *PlayerSystem { system := &PlayerSystem{ Selector: generic.NewFilter3[Position, Velocity, Player](), } return system } func (system PlayerSystem) Update() error { query := system.Selector.Query(system.World) var bumped bool var particle_pos image.Point for query.Next() { playerposition, velocity, _ := query.Get() 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) // other keys: : switch player, etc } } if velocity.Moving() { ok, newpos := system.Grid.BumpEdge(playerposition, velocity) if ok { fmt.Printf("falling off the edge, new pos: %v\n", newpos) playerposition.Set(newpos) } else { ok, tilepos := system.Grid.GetSolidNeighborPosition(playerposition, velocity, true) if ok { intersects, newpos := tilepos.Intersects(playerposition, velocity) if intersects { fmt.Printf("collision detected. tile: %s\n", tilepos) fmt.Printf(" player: %s\n", playerposition) fmt.Printf(" new: %s\n", newpos) playerposition.Set(newpos) fmt.Printf(" player new: %s\n", playerposition) velocity.Change(Stop) } } } bumped, particle_pos = system.Collectible.CheckPlayerCollision(playerposition, velocity) } } system.Particle.Update(bumped, &particle_pos) return nil }