package game import ( "image" "log" "openquell/assets" "openquell/components" "openquell/grid" "openquell/observers" "openquell/systems" "strings" "github.com/hajimehoshi/ebiten/v2" "github.com/mlange-42/arche/ecs" ) type Level struct { Cellsize, Width, Height int World *ecs.World Name string Description string Mapslice map[image.Point]*assets.Tile Player *systems.PlayerSystem GridSystem *systems.GridSystem Grid *grid.Grid } func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level { gridsystem := systems.NewGridSystem(game.World, game.ScreenWidth, game.ScreenHeight, cellsize, plan.Background) playersystem := systems.NewPlayerSystem(game.World, gridsystem) return &Level{ Mapslice: LevelToSlice(game, plan, cellsize), Cellsize: cellsize, World: game.World, Width: game.ScreenWidth, Height: game.ScreenHeight, Description: plan.Description, Name: plan.Name, GridSystem: gridsystem, Player: playersystem, } } func (level *Level) Update() { level.GridSystem.Update() level.Player.Update() } func (level *Level) Draw(screen *ebiten.Image) { level.GridSystem.Draw(screen) level.Player.Draw(screen) } func (level *Level) Position2Point(position *components.Position) image.Point { return image.Point{ int(position.X) / level.Cellsize, int(position.Y) / level.Cellsize, } } func (level *Level) SetupGrid(game *Game) { // generic variant does not work here: // selector := generic.NewFilter1[components.Position]() // level.World.Batch().RemoveEntities(selector) // missing argument in conversion to generic.Filter1[components.Position] // erase all entities of previous level, if any posID := ecs.ComponentID[components.Position](level.World) selector := ecs.All(posID) level.World.Batch().RemoveEntities(selector) // get rid of any players on PlayerObserver. FIXME: remove them in grid.NewGrid()? playerobserver := observers.GetPlayerObserver(level.World) playerobserver.RemoveEntities() // setup world level.GridSystem.SetGrid(grid.NewGrid(game.World, level.Cellsize, level.Width, level.Height, level.Mapslice)) } func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile { size := game.ScreenWidth * game.ScreenHeight mapslice := make(map[image.Point]*assets.Tile, size) for y, line := range strings.Split(string(level.Data), "\n") { if len(line) != game.ScreenWidth/tilesize && y < game.ScreenHeight/tilesize { log.Fatalf("line %d doesn't contain %d tiles, but %d", y, game.ScreenWidth/tilesize, len(line)) } for x, char := range line { mapslice[image.Point{x, y}] = assets.Tiles[byte(char)] } } return mapslice }