rendering items, pick up, iventory re-make in progress to aloow item drop/wear/whatever
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@ -1,45 +1,47 @@
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package screens
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import (
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"context"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs/systems"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov/precomputed_shade"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/items"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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)
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type GameScreen struct {
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ctx context.Context
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mw *mainwindow.MainWindow
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state *gamestate.GameState
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vp *mainwindow.ViewPort
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controller *ecs.Controller
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scm *types.ScreenManager
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fov fov.Fov
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fov fov.Fov
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}
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func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPort *mainwindow.ViewPort, controller *ecs.Controller, scm *types.ScreenManager) *GameScreen {
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ts := &GameScreen{mw: mw, state: state, vp: viewPort, controller: controller, scm: scm}
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func NewGameScreen(ctx context.Context, mw *mainwindow.MainWindow, state *gamestate.GameState, viewPort *mainwindow.ViewPort, controller *ecs.Controller, scm *types.ScreenManager) *GameScreen {
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ts := &GameScreen{
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ctx: ctx,
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mw: mw,
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state: state,
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vp: viewPort,
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controller: controller,
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scm: scm,
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}
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//fixme move this to fov system
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computedFov := precomputed_shade.NewPrecomputedShade(15)
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computedFov.Init()
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ts.fov = computedFov
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renderMobs := systems.MobRenderSystem{
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Controller: ts.controller,
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Layer: ts.mw.GetLayer("base"),
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Viewport: ts.vp,
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Level: state.Level,
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Fov: ts.fov,
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}
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ts.controller.AddSystem(renderMobs, 10)
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renderTerrain := systems.NewTerrainRenderSystem(state, viewPort, ts.mw.GetLayer("base"), ts.fov)
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go renderTerrain.Listen()
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ts.controller.AddSystem(renderTerrain, 5)
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renderLevel := systems.NewLevelRenderSystem(state, ts.controller, viewPort, ts.mw.GetLayer("base"), ts.fov)
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go renderLevel.Listen()
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ts.controller.AddSystem(renderLevel, 50)
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return ts
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}
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@ -50,8 +52,8 @@ func (ts *GameScreen) Enter() {
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Print(1, ts.mw.H-2, "Press [color=white]?[/color] for help")
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}
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func (ts *GameScreen) Exit() {
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//trs := ts.controller.GetSystem(ecs.TerrainRenderSystem)
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//trs.(systems.TerrainRenderSystem).Close()
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//trs := ts.controller.GetSystem(ecs.LevelRenderSystem)
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//trs.(systems.LevelRenderSystem).Close()
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ts.mw.GetLayer("overlay").ClearArea(0, ts.mw.H-3, 30, 3)
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//remove what we dont need
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}
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@ -90,6 +92,23 @@ func (ts *GameScreen) HandleInput(input string) {
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ts.scm.SetScreenByName("devmenu")
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break
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case "g":
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//get list of carriables on tile
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carrieds := items.FindCarriedUnder(ts.state.Player)
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if len(carrieds) == 0 {
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break
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} //do nothing
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//select if there is more than 1
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if len(carrieds) > 1 {
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appctx.Logger(ts.ctx).Warn().Msg("Passing item list to inventory not implemented yet")
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} else {
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//call pickup in selected
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cc := items.Controller.GetComponent(carrieds[0], ecs.CarriedComponent).(items.Carried)
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items.Carried.Pickup(cc, ts.state.Player, carrieds[0])
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}
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break;
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case "i":
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ts.scm.SetScreenByName("inventory")
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break
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@ -104,4 +123,4 @@ func (ts *GameScreen) HandleInput(input string) {
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func (ts *GameScreen) Render() {
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//ts.vp.Render(ts.state)
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ts.controller.Process([]string{})
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}
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}
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