openquell/systems/collectible_system.go

128 lines
3.0 KiB
Go

package systems
import (
"openquell/assets"
"openquell/components"
. "openquell/components"
"openquell/config"
. "openquell/config"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type CollectibleSystem struct {
World *ecs.World
Selector *generic.Filter3[Position, Collectible, Renderable]
}
func NewCollectibleSystem(world *ecs.World) System {
system := &CollectibleSystem{
Selector: generic.NewFilter3[Position, Collectible, Renderable](),
World: world,
}
return system
}
func (system *CollectibleSystem) Update() error {
observer := observers.GetGameObserver(system.World)
posID := ecs.ComponentID[components.Position](system.World)
veloID := ecs.ComponentID[components.Velocity](system.World)
animationpositions := []*components.Position{}
EntitiesToRemove := []ecs.Entity{}
query := system.Selector.Query(system.World)
numcollectibles := query.Count()
if numcollectibles == 0 || observer.Lost {
query.Close()
return nil
}
for query.Next() {
colposition, _, _ := query.Get()
for _, player := range observer.GetPlayers() {
if !system.World.Alive(player) {
continue
}
playerposition := (*Position)(system.World.Get(player, posID))
playervelocity := (*Velocity)(system.World.Get(player, veloID))
ok, _ := colposition.Intersects(playerposition, playervelocity)
if ok {
//slog.Debug("bumped into collectible", "collectible", collectible)
animationpositions = append(animationpositions, colposition)
EntitiesToRemove = append(EntitiesToRemove, query.Entity())
}
}
}
for _, pos := range animationpositions {
system.AddAnimation(pos)
}
for _, entity := range EntitiesToRemove {
system.World.RemoveEntity(entity)
numcollectibles--
}
if numcollectibles == 0 {
// winner, winner, chicken dinner!
timer := observers.GetGameObserver(system.World).StopTimer
if !timer.Running {
timer.Start(LEVEL_END_WAIT)
}
}
return nil
}
func (system *CollectibleSystem) 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 *CollectibleSystem) AddAnimation(position *components.Position) {
observer := observers.GetGameObserver(system.World)
ptmapper := generic.NewMap3[
components.Position,
components.Animation,
components.Timer,
](system.World)
animationID := ecs.ComponentID[components.Animation](system.World)
entity := ptmapper.New()
pos, animation, timer := ptmapper.Get(entity)
observer.AddEntity(entity, animationID)
animation.Index = assets.Tiles["Animation"].Animation
animation.Tiles = assets.Tiles["Animation"].Tiles
pos.Update(
position.X-(16), // FIXME: use global tilesize!
position.Y-(16),
64,
)
timer.Start(config.ANIMATION_STARTWAIT)
}