rendering items, pick up, iventory re-make in progress to aloow item drop/wear/whatever

This commit is contained in:
2019-11-17 02:09:41 +03:00
parent 685dfeeeb1
commit 0a6c642dc2
12 changed files with 349 additions and 207 deletions

View File

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