openquell/systems/grid_system.go

123 lines
2.8 KiB
Go

package systems
import (
"openquell/assets"
"openquell/components"
. "openquell/components"
"openquell/config"
"openquell/util"
"log"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/generic"
)
type GridSystem struct {
World *ecs.World
Selector *generic.Filter3[Renderable, Position, Solid]
UseCache bool
Cache *ebiten.Image
Count int // register tile count, invalidates cache
Background *ebiten.Image
Animate components.Animation
BackgroundAnimated bool
Width, Height, Tilesize int
}
func NewGridSystem(world *ecs.World, width, height,
tilesize int, background string) System {
cache := ebiten.NewImage(width, height)
if !util.Exists(assets.Assets, background) {
log.Fatalf("no background %s in assets", background)
}
system := &GridSystem{
Selector: generic.NewFilter3[Renderable, Position, Solid](),
UseCache: false,
Cache: cache,
Width: width,
Height: height,
Tilesize: tilesize,
Background: assets.Assets[background],
World: world,
}
if util.Exists(assets.Animations, background+"-animated") {
system.BackgroundAnimated = true
system.Animate = components.Animation{
Active: true,
Loop: true,
Sprites: assets.Animations[background+"-animated"].Sprites,
}
system.Animate.Timer.Start(config.ANIMATION_LOOPWAIT)
}
return system
}
func (system *GridSystem) Update() error {
if system.BackgroundAnimated {
if system.Animate.Timer.IsReady() {
switch {
// animation shows from earlier tick, animate
case system.Animate.Index > -1 && system.Animate.Index < len(system.Animate.Sprites)-1:
system.Animate.Index += 1
system.Animate.Timer.Start(system.Animate.GetDuration())
default:
// last sprite reached
if system.Animate.Loop {
system.Animate.Index = 0
}
}
} else {
system.Animate.Timer.Update()
}
}
return nil
}
func (system *GridSystem) Draw(screen *ebiten.Image) {
op := &ebiten.DrawImageOptions{}
query := system.Selector.Query(system.World)
if !system.UseCache || query.Count() != system.Count || system.BackgroundAnimated {
// map not cached or cacheable, write it to the cache
if system.BackgroundAnimated {
system.Cache.DrawImage(system.Animate.GetSprite(), op)
} else {
system.Cache.DrawImage(system.Background, op)
}
system.Count = query.Count()
counter := 0
for query.Next() {
sprite, pos, _ := query.Get()
counter++
op.GeoM.Reset()
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
system.Cache.DrawImage(sprite.Image, op)
}
op.GeoM.Reset()
screen.DrawImage(system.Cache, op)
system.UseCache = true
} else {
// use the cached map
op.GeoM.Reset()
screen.DrawImage(system.Cache, op)
query.Close()
}
}