107 lines
2.6 KiB
Go
107 lines
2.6 KiB
Go
package systems
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import (
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"fmt"
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"image"
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. "openquell/components"
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. "openquell/config"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/generic"
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)
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type PlayerSystem struct {
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World *ecs.World
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Selector *generic.Filter4[Position, Velocity, Player, Renderable]
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Particle *ParticleSystem
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Collectible *CollectibleSystem
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Grid *GridSystem
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}
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func NewPlayerSystem(world *ecs.World, grid *GridSystem) *PlayerSystem {
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system := &PlayerSystem{
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Selector: generic.NewFilter4[Position, Velocity, Player, Renderable](),
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Particle: NewParticleSystem(world, grid.Tilesize),
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Collectible: NewCollectibleSystem(world),
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Grid: grid,
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World: world,
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}
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return system
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}
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func (system PlayerSystem) Update() error {
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query := system.Selector.Query(system.World)
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var bumped bool
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var particle_pos image.Point
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for query.Next() {
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playerposition, velocity, _, _ := query.Get()
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if !velocity.Moving() {
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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velocity.Change(East)
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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velocity.Change(West)
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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velocity.Change(South)
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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velocity.Change(North)
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// other keys: <tab>: switch player, etc
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}
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}
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if velocity.Moving() {
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ok, newpos := system.Grid.BumpEdge(playerposition, velocity)
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if ok {
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fmt.Printf("falling off the edge, new pos: %v\n", newpos)
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playerposition.Set(newpos)
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} else {
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ok, tilepos := system.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
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if ok {
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intersects, newpos := tilepos.Intersects(playerposition, velocity)
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if intersects {
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fmt.Printf("collision detected. tile: %s\n", tilepos)
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fmt.Printf(" player: %s\n", playerposition)
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fmt.Printf(" new: %s\n", newpos)
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playerposition.Set(newpos)
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fmt.Printf(" player new: %s\n", playerposition)
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velocity.Change(Stop)
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}
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}
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}
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bumped, particle_pos = system.Collectible.CheckPlayerCollision(playerposition, velocity)
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}
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playerposition.Move(velocity)
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}
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system.Particle.Update(bumped, &particle_pos)
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system.Collectible.Update()
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return nil
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}
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func (system *PlayerSystem) Draw(screen *ebiten.Image) {
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// write the movable tiles
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op := &ebiten.DrawImageOptions{}
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query := system.Selector.Query(system.World)
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for query.Next() {
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pos, _, _, sprite := query.Get()
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op.GeoM.Reset()
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op.GeoM.Translate(float64(pos.X), float64(pos.Y))
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screen.DrawImage(sprite.Image, op)
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}
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system.Collectible.Draw(screen)
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system.Particle.Draw(screen)
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}
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