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systemrender.go
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package zelduh
import (
"github.com/faiface/pixel"
"github.com/faiface/pixel/pixelgl"
)
type renderEntity struct {
ID EntityID
Category EntityCategory
*ComponentSpatial
*ComponentAppearance
*ComponentAnimation
*ComponentMovement
*ComponentIgnore
*ComponentToggler
*ComponentTemporary
}
// SystemRender is a custom system
type SystemRender struct {
Win *pixelgl.Window
Spritesheet map[int]*pixel.Sprite
player renderEntity
arrow renderEntity
sword renderEntity
entities []renderEntity
obstacles []renderEntity
}
// AddEntity adds an entity to the system
func (s *SystemRender) AddEntity(entity Entity) {
r := renderEntity{
ID: entity.ID(),
Category: entity.Category,
ComponentSpatial: entity.ComponentSpatial,
ComponentAnimation: entity.ComponentAnimation,
ComponentMovement: entity.ComponentMovement,
ComponentTemporary: entity.ComponentTemporary,
ComponentIgnore: entity.ComponentIgnore,
}
switch entity.Category {
case CategoryPlayer:
s.player = r
case CategoryArrow:
s.arrow = r
case CategorySword:
s.sword = r
case CategoryExplosion:
fallthrough
case CategoryHeart:
fallthrough
case CategoryEnemy:
fallthrough
case CategoryCollisionSwitch:
fallthrough
case CategoryMovableObstacle:
fallthrough
case CategoryWarp:
fallthrough
case CategoryCoin:
fallthrough
default:
if entity.ComponentToggler != nil {
r.ComponentToggler = entity.ComponentToggler
}
s.entities = append(s.entities, r)
}
}
// RemoveAll removes all entities from one category
func (s *SystemRender) RemoveAll(category EntityCategory) {
switch category {
case CategoryEnemy:
for i := len(s.entities) - 1; i >= 0; i-- {
if s.entities[i].Category == CategoryEnemy {
s.entities = append(s.entities[:i], s.entities[i+1:]...)
}
}
}
}
// RemoveEntity removes an entity by ID
func (s *SystemRender) RemoveEntity(id EntityID) {
for i := len(s.entities) - 1; i >= 0; i-- {
if s.entities[i].ID == id {
s.entities = append(s.entities[:i], s.entities[i+1:]...)
}
}
}
// RemoveAllEntities removes all entities
func (s *SystemRender) RemoveAllEntities() {
for i := len(s.entities) - 1; i >= 0; i-- {
s.entities = append(s.entities[:i], s.entities[i+1:]...)
}
}
// Update changes spatial data based on movement data
func (s *SystemRender) Update() {
for _, entity := range s.entities {
if entity.ComponentIgnore != nil && !entity.ComponentIgnore.Value {
if entity.ComponentTemporary != nil {
if entity.ComponentTemporary.Expiration == 0 {
entity.ComponentTemporary.OnExpiration()
s.RemoveEntity(entity.ID)
} else {
entity.ComponentTemporary.Expiration--
}
}
if entity.ComponentToggler != nil {
s.animateToggleFrame(entity)
} else {
s.animateDefault(entity)
}
}
}
player := s.player
arrow := s.arrow
sword := s.sword
if !sword.ComponentIgnore.Value {
s.animateDirections(player.ComponentMovement.Direction, sword)
}
if !arrow.ComponentIgnore.Value {
s.animateDirections(player.ComponentMovement.Direction, arrow)
}
if sword.ComponentIgnore != nil && sword.ComponentIgnore.Value && arrow.ComponentIgnore.Value {
s.animateDirections(player.ComponentMovement.Direction, player)
} else {
s.animateAttackDirection(player.ComponentMovement.Direction, player)
}
}
func (s *SystemRender) animateToggleFrame(entity renderEntity) {
if anim := entity.ComponentAnimation; anim != nil {
if animData := anim.Map["default"]; animData != nil {
var frameIndex int
if !entity.ComponentToggler.Enabled() {
frameIndex = animData.Frames[0]
} else {
frameIndex = animData.Frames[1]
}
frame := s.Spritesheet[frameIndex]
v := pixel.V(
entity.ComponentSpatial.Rect.Min.X+entity.ComponentSpatial.Width/2,
entity.ComponentSpatial.Rect.Min.Y+entity.ComponentSpatial.Height/2,
)
frame.Draw(s.Win, pixel.IM.Moved(v))
}
}
}
func (s *SystemRender) animateDefault(entity renderEntity) {
if anim := entity.ComponentAnimation; anim != nil {
if animData := anim.Map["default"]; animData != nil {
rate := animData.FrameRateCount
if rate < animData.FrameRate {
rate++
} else {
rate = 0
}
animData.FrameRateCount = rate
frameNum := animData.Frame
if rate == animData.FrameRate {
if frameNum < len(animData.Frames)-1 {
frameNum++
} else {
frameNum = 0
}
animData.Frame = frameNum
}
frameIndex := animData.Frames[frameNum]
frame := s.Spritesheet[frameIndex]
v := pixel.V(
entity.ComponentSpatial.Rect.Min.X+entity.ComponentSpatial.Width/2,
entity.ComponentSpatial.Rect.Min.Y+entity.ComponentSpatial.Height/2,
)
frame.Draw(s.Win, pixel.IM.Moved(v))
}
}
}
func (s *SystemRender) animateAttackDirection(dir Direction, entity renderEntity) {
if anim := entity.ComponentAnimation; anim != nil {
var animData *ComponentAnimationData
switch dir {
case DirectionUp:
animData = anim.Map["swordAttackUp"]
case DirectionRight:
animData = anim.Map["swordAttackRight"]
case DirectionDown:
animData = anim.Map["swordAttackDown"]
case DirectionLeft:
animData = anim.Map["swordAttackLeft"]
}
rate := animData.FrameRateCount
if rate < animData.FrameRate {
rate++
} else {
rate = 0
}
animData.FrameRateCount = rate
frameNum := animData.Frame
if rate == animData.FrameRate {
if frameNum < len(animData.Frames)-1 {
frameNum++
} else {
frameNum = 0
}
animData.Frame = frameNum
}
frameIndex := animData.Frames[frameNum]
frame := s.Spritesheet[frameIndex]
rect := entity.ComponentSpatial.Rect
v := pixel.V(
rect.Min.X+entity.ComponentSpatial.Width/2,
rect.Min.Y+entity.ComponentSpatial.Height/2,
)
frame.Draw(s.Win, pixel.IM.Moved(v))
}
}
func (s *SystemRender) animateDirections(dir Direction, entity renderEntity) {
// if entity.ComponentSpatial.HitBoxRadius > 0 {
// shape := entity.ComponentSpatial.Shape
// shape.Clear()
// shape.Color = colornames.Yellow
// shape.Push(pixel.V(
// entity.ComponentSpatial.Rect.Min.X+entity.ComponentSpatial.Width/2,
// entity.ComponentSpatial.Rect.Min.Y+entity.ComponentSpatial.Height/2,
// ))
// // s.Push(entity.ComponentSpatial.Rect.Max)
// shape.Circle(entity.ComponentSpatial.HitBoxRadius, 0)
// shape.Draw(s.Win)
// }
if anim := entity.ComponentAnimation; anim != nil {
var animData *ComponentAnimationData
switch dir {
case DirectionUp:
animData = anim.Map["up"]
case DirectionRight:
animData = anim.Map["right"]
case DirectionDown:
animData = anim.Map["down"]
case DirectionLeft:
animData = anim.Map["left"]
}
rate := animData.FrameRateCount
if rate < animData.FrameRate {
rate++
} else {
rate = 0
}
animData.FrameRateCount = rate
frameNum := animData.Frame
if rate == animData.FrameRate {
if frameNum < len(animData.Frames)-1 {
frameNum++
} else {
frameNum = 0
}
animData.Frame = frameNum
}
frameIndex := animData.Frames[frameNum]
frame := s.Spritesheet[frameIndex]
rect := entity.ComponentSpatial.Rect
v := pixel.V(
rect.Min.X+entity.ComponentSpatial.Width/2,
rect.Min.Y+entity.ComponentSpatial.Height/2,
)
frame.Draw(s.Win, pixel.IM.Moved(v))
}
}