openquell/systems/player_system.go

205 lines
5.1 KiB
Go

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
}