openquell/game/levels.go

147 lines
4.1 KiB
Go

package game
import (
"image"
"log"
"log/slog"
"openquell/assets"
"openquell/components"
"openquell/grid"
"openquell/observers"
"openquell/systems"
"openquell/util"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
)
type Map map[image.Point]*assets.Tile
type BackupMap map[image.Point]assets.Tile
type Level struct {
Cellsize, Width, Height int
World *ecs.World
Name string
Description string
Mapslice Map
BackupMapslice Map
GridContainer *grid.GridContainer
Systems []systems.System
Grid *grid.Grid
}
func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
systemlist := []systems.System{}
gridcontainer := &grid.GridContainer{}
systemlist = append(systemlist,
systems.NewGridSystem(game.World, game.ScreenWidth, game.ScreenHeight, cellsize, plan.Background))
systemlist = append(systemlist, systems.NewCollectibleSystem(game.World))
systemlist = append(systemlist, systems.NewObstacleSystem(game.World, gridcontainer))
systemlist = append(systemlist,
systems.NewPlayerSystem(game.World, gridcontainer, game.ScreenWidth, game.ScreenHeight))
systemlist = append(systemlist, systems.NewParticleSystem(game.World, game.Cellsize))
systemlist = append(systemlist, systems.NewTransientSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewDestroyableSystem(game.World, gridcontainer))
systemlist = append(systemlist, systems.NewHudSystem(game.World, plan))
mapslice, backupmap := LevelToSlice(game, plan, cellsize)
return &Level{
Mapslice: mapslice,
BackupMapslice: backupmap,
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Name: plan.Name,
GridContainer: gridcontainer,
Systems: systemlist,
}
}
func (level *Level) Update() {
for _, sys := range level.Systems {
sys.Update()
}
}
func (level *Level) Draw(screen *ebiten.Image) {
for _, sys := range level.Systems {
sys.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) RestoreMap() {
for point, tile := range level.BackupMapslice {
level.Mapslice[point] = tile.Clone()
}
}
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()?
observer := observers.GetGameObserver(level.World)
observer.RemoveEntities()
// get rid of possibly manipulated map
level.RestoreMap()
// setup world
slog.Debug("new grid?")
level.GridContainer.SetGrid(
grid.NewGrid(game.World, level.Cellsize, level.Width, level.Height, level.Mapslice))
}
// parses a RawLevel and generates a mapslice from it, which is being used as grid
func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) (Map, Map) {
size := game.ScreenWidth * game.ScreenHeight
mapslice := make(Map, size)
backupmap := make(Map, 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 {
if !util.Exists(assets.Tiles, byte(char)) {
log.Fatalf("unregistered tile type %c encountered", char)
}
tile := assets.Tiles[byte(char)]
mapslice[image.Point{x, y}] = tile
backupmap[image.Point{x, y}] = tile.Clone()
}
}
return mapslice, backupmap
}