159 lines
4.5 KiB
Go
159 lines
4.5 KiB
Go
package observers
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import (
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"openquell/components"
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"log/slog"
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"github.com/mlange-42/arche/ecs"
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"github.com/mlange-42/arche/ecs/event"
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"github.com/mlange-42/arche/generic"
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"github.com/mlange-42/arche/listener"
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)
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type Score struct {
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Min, Score int
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}
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// Used for global game state. Also stores mobile entities of the
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// current level. The Entities map will be reset on each level
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// initialization in grid/grid.go
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type GameObserver struct {
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World *ecs.World
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CurrentLevel, Width int
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Height, Cellsize, Score int
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StopTimer *components.Timer
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Lost bool // set to true if player is struck or something, by default: win!
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Retry bool
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NextlevelText string
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Entities map[ecs.ID]map[ecs.Entity]int
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LevelScore []Score // one score per level
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}
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func (observer *GameObserver) GetListenerCallback(comp ecs.ID) listener.Callback {
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return listener.NewCallback(
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func(world *ecs.World, event ecs.EntityEvent) {
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observer.RemoveEntity(event.Entity, comp)
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slog.Debug("player removed")
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},
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event.EntityRemoved,
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comp,
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)
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}
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func NewGameObserver(world *ecs.World, startlevel, levelcount,
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width, height, cellsize int) *GameObserver {
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observer := &GameObserver{
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CurrentLevel: startlevel,
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StopTimer: &components.Timer{},
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Width: width,
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Height: height,
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Cellsize: cellsize,
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World: world,
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}
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playerID := ecs.ComponentID[components.Player](world)
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obstacleID := ecs.ComponentID[components.Obstacle](world)
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particleID := ecs.ComponentID[components.Particle](world)
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playerListener := observer.GetListenerCallback(playerID)
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obstacleListener := observer.GetListenerCallback(obstacleID)
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particleListener := observer.GetListenerCallback(particleID)
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listen := listener.NewDispatch(
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&playerListener,
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&obstacleListener,
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&particleListener,
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)
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world.SetListener(&listen)
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observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
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observer.Entities[playerID] = make(map[ecs.Entity]int)
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observer.Entities[obstacleID] = make(map[ecs.Entity]int)
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observer.Entities[particleID] = make(map[ecs.Entity]int)
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observer.LevelScore = make([]Score, levelcount)
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resmanger := generic.NewResource[GameObserver](world)
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resmanger.Add(observer)
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return observer
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}
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func GetGameObserver(world *ecs.World) *GameObserver {
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observerID := ecs.ResourceID[GameObserver](world)
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observer := world.Resources().Get(observerID).(*GameObserver)
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return observer
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}
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func (observer *GameObserver) Gameover() {
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observer.Lost = true
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}
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func (observer *GameObserver) AddEntity(entity ecs.Entity, comp ecs.ID) {
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observer.Entities[comp][entity] = 1
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}
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func (observer *GameObserver) RemoveEntity(entity ecs.Entity, comp ecs.ID) {
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delete(observer.Entities[comp], entity)
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}
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func (observer *GameObserver) GetEntities(comp ecs.ID) []ecs.Entity {
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keys := make([]ecs.Entity, 0, len(observer.Entities[comp]))
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for k, _ := range observer.Entities[comp] {
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keys = append(keys, k)
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}
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return keys
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}
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func (observer *GameObserver) GetPlayers() []ecs.Entity {
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playerID := ecs.ComponentID[components.Player](observer.World)
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return observer.GetEntities(playerID)
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}
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func (observer *GameObserver) GetObstacles() []ecs.Entity {
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obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
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return observer.GetEntities(obstacleID)
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}
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func (observer *GameObserver) GetParticles() []ecs.Entity {
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particleID := ecs.ComponentID[components.Particle](observer.World)
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return observer.GetEntities(particleID)
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}
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func (observer *GameObserver) RemoveEntities() {
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playerID := ecs.ComponentID[components.Player](observer.World)
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obstacleID := ecs.ComponentID[components.Obstacle](observer.World)
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particleID := ecs.ComponentID[components.Particle](observer.World)
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observer.Entities = make(map[ecs.ID]map[ecs.Entity]int)
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observer.Entities[playerID] = make(map[ecs.Entity]int)
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observer.Entities[obstacleID] = make(map[ecs.Entity]int)
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observer.Entities[particleID] = make(map[ecs.Entity]int)
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}
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func (observer *GameObserver) SetupLevelScore(min []int) {
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for level, minmoves := range min {
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observer.LevelScore[level].Min = minmoves
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}
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}
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// to be called from scenes where player wins or looses
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func (observer *GameObserver) AddScore(level, moves int) {
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observer.LevelScore[level].Score = ((observer.LevelScore[level].Min * 100) / moves) / 30
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}
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func (observer *GameObserver) GetScore() int {
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sum := 0
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for _, score := range observer.LevelScore {
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sum += score.Score
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}
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return sum
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}
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func (observer *GameObserver) GetLevelScore(level int) int {
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return observer.LevelScore[level].Score
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}
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