- use toggle tile for all toggling entities (transient, switch, door) - get rod of hard coded sprites (exception: particle class, to be fixed later) - changed switch sprite (rect instead of elipse)
128 lines
3.3 KiB
Go
128 lines
3.3 KiB
Go
package systems
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import (
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"log/slog"
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"openquell/assets"
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"openquell/components"
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. "openquell/components"
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"openquell/grid"
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"openquell/observers"
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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 TransientSystem struct {
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World *ecs.World
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Selector *generic.Filter3[Position, Renderable, Transient]
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GridContainer *grid.GridContainer
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SolidMapper generic.Map4[ // needed for replacement
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components.Position,
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components.Renderable,
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components.Tilish,
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components.Solid]
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}
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type TransientToWall struct {
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Entity ecs.Entity
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NewSprite *ebiten.Image
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Position components.Position
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}
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func NewTransientSystem(world *ecs.World, gridcontainer *grid.GridContainer) System {
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solidmapper := generic.NewMap4[
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components.Position,
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components.Renderable,
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components.Tilish,
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components.Solid](world)
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system := &TransientSystem{
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Selector: generic.NewFilter3[Position, Renderable, Transient](),
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World: world,
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GridContainer: gridcontainer,
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SolidMapper: solidmapper,
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}
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return system
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}
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func (system *TransientSystem) Update() error {
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observer := observers.GetGameObserver(system.World)
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posID := ecs.ComponentID[components.Position](system.World)
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veloID := ecs.ComponentID[components.Velocity](system.World)
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query := system.Selector.Query(system.World)
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EntitiestoMakeSolid := []TransientToWall{}
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for query.Next() {
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transientposition, _, transient := query.Get()
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for _, player := range observer.GetPlayers() {
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if !system.World.Alive(player) {
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continue
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}
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playerposition := (*Position)(system.World.Get(player, posID))
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playervelocity := (*Velocity)(system.World.Get(player, veloID))
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ok, _ := transientposition.Intersects(playerposition, playervelocity)
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if ok {
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// display the transient sprite as long as the player crosses it
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transient.Activated = true
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} else {
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// the player crossed the transient wall completely
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if transient.Activated {
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EntitiestoMakeSolid = append(EntitiestoMakeSolid, TransientToWall{
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Entity: query.Entity(),
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Position: *transientposition,
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NewSprite: transient.Wall,
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})
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slog.Debug("transient added to make solid")
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}
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}
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}
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}
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for _, convertible := range EntitiestoMakeSolid {
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slog.Debug("transient remove")
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// remove transient entity
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system.World.RemoveEntity(convertible.Entity)
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// replace with solid entity
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slog.Debug("transient add solid", "wall", convertible.NewSprite.Bounds())
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entity := system.SolidMapper.New()
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pos, render, _, _ := system.SolidMapper.Get(entity)
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// set it up apropriately
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pos.Set(&convertible.Position)
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render.Image = convertible.NewSprite
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render.Pos = pos
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slog.Debug("new render", "render", render)
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// also setup the grid tile with a new solid, so that
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// collision detection works
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system.GridContainer.Grid.SetSolidTile(
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assets.NewTileBlock(),
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convertible.Position.Point(),
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)
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}
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return nil
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}
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func (system *TransientSystem) Draw(screen *ebiten.Image) {
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// write transients (these are no 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, render, _ := 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(render.Image, op)
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}
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}
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