170 lines
4.7 KiB
Go
170 lines
4.7 KiB
Go
package game
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import (
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"fmt"
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"image"
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"log"
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"openquell/assets"
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"openquell/components"
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. "openquell/config"
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"strings"
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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/filter"
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)
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type Level struct {
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Grid *Grid
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Cellsize, Width, Height int
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World *ecs.World
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Name string
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Description string
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Background *ebiten.Image
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Mapslice map[image.Point]*assets.Tile
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}
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func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
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return &Level{
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Mapslice: LevelToSlice(game, plan, cellsize),
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Cellsize: cellsize,
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World: game.World,
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Width: game.ScreenWidth,
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Height: game.ScreenHeight,
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Description: plan.Description,
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Background: plan.Background,
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}
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}
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func (level *Level) Update() {
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positionid := ecs.ComponentID[components.Position](level.World)
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velocityid := ecs.ComponentID[components.Velocity](level.World)
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playerid := ecs.ComponentID[components.Player](level.World)
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selector := filter.All(positionid, velocityid, playerid)
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query := level.World.Query(selector)
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for query.Next() {
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playerposition := (*components.Position)(query.Get(positionid))
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velocity := (*components.Velocity)(query.Get(velocityid))
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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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// Use this to check against obstacles, collectibles etc
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for tilequery.Next() {
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tilepos := (*components.Position)(tilequery.Get(positionid))
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if velocity.Moving() {
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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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*/
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if velocity.Moving() {
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ok, newpos := level.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 := level.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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}
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playerposition.Move(velocity)
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}
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}
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func (level *Level) Position2Point(position *components.Position) image.Point {
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return image.Point{
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int(position.X) / level.Cellsize,
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int(position.Y) / level.Cellsize,
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}
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}
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// return the tile the moving object would end up on if indeed moving
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func (level *Level) GetTile(position *components.Position, velocity *components.Velocity) *assets.Tile {
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newpoint := image.Point{
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int(position.X+velocity.Data.X) / level.Cellsize,
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int(position.Y+velocity.Data.Y) / level.Cellsize,
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}
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tile := level.Mapslice[newpoint]
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return tile
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}
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func (level *Level) Draw(screen *ebiten.Image) {
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// FIXME: move out
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op := &ebiten.DrawImageOptions{}
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screen.DrawImage(level.Background, op)
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rid := ecs.ComponentID[components.Renderable](level.World)
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pid := ecs.ComponentID[components.Position](level.World)
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selector := filter.All(rid, pid)
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query := level.World.Query(selector)
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for query.Next() {
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pos := (*components.Position)(query.Get(pid))
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sprite := (*components.Renderable)(query.Get(rid))
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op := &ebiten.DrawImageOptions{}
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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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}
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func (level *Level) SetupGrid(game *Game) {
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level.Grid = NewGrid(game, level.Cellsize, level.Mapslice)
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}
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func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile {
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size := game.ScreenWidth * game.ScreenHeight
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mapslice := make(map[image.Point]*assets.Tile, size)
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for y, line := range strings.Split(string(level.Data), "\n") {
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if len(line) != game.ScreenWidth/tilesize && y < game.ScreenHeight/tilesize {
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log.Fatalf("line %d doesn't contain %d tiles, but %d",
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y, game.ScreenWidth/tilesize, len(line))
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}
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for x, char := range line {
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mapslice[image.Point{x, y}] = assets.Tiles[byte(char)]
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}
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}
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return mapslice
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}
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