rendering items, pick up, iventory re-make in progress to aloow item drop/wear/whatever
This commit is contained in:
parent
685dfeeeb1
commit
0a6c642dc2
@ -85,7 +85,7 @@ func main() {
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//set up controller
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controller := ecs.NewController()
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controller := ecs.NewController(mainCtx)
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controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
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controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
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@ -93,16 +93,21 @@ func main() {
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controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.BackpackComponent, items.Backpack{})
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moveable := movement.Moveable{
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Controller: controller,
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Level: level,
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}
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items.Init(controller)
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bp := items.Backpack{MaxMass:100, MaxBulk:100}
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//Set up Screen Manager
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screenMgr := types.NewScreenManager(mainCtx)
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screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
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screenMgr.AddScreen("game", screens.NewGameScreen(mw, &State, vp, controller, screenMgr))
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screenMgr.AddScreen("game", screens.NewGameScreen(mainCtx, mw, &State, vp, controller, screenMgr))
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screenMgr.AddScreen("help", screens.NewMenuScreen(
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mw,
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screenMgr,
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@ -128,7 +133,8 @@ func main() {
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}).MakeList(),
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)
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screenMgr.AddScreen("inventory", screens.NewMenuScreen(
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screenMgr.AddScreen("inventory", screens.InventoryScreen{
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MenuScreen: screens.NewMenuScreen(
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mw,
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screenMgr,
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"Inventory",
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@ -139,14 +145,8 @@ func main() {
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true, ).
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SetBgColor("#ef305c70").
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SetFgColor("white").
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SetItems([]interface{}{
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`"Fish-eye" crafty shaded glasses`,
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"Xecutor's glowing visor",
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"Kitschy goggles of many pathways",
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"Ring of inexistence",
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"Orb of omniscience",
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"Wand of amnesia",
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}).MakeList(),
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SetItems([]interface{}{}).MakeList()
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},
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)
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screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
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@ -174,7 +174,9 @@ func main() {
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controller.AddComponent(player, rooms[0].Center) //implicit Coords
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controller.AddComponent(player, moveable)
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controller.AddComponent(player, bp)
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//fixme adding items
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potion := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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@ -182,11 +184,24 @@ func main() {
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Fg: types.PlainColorHolder{255, 55, 255, 222},
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},
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})
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controller.AddComponent(potion, rooms[1].Center) //implicit Coords
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controller.AddComponent(potion, items.Carried{})
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controller.AddComponent(potion, rooms[0].Center) //implicit Coords
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controller.AddComponent(potion, items.Carried{Mass:5, Bulk:3})
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controller.AddComponent(potion, items.Usable{})
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controller.AddComponent(potion, items.Consumable{})
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potion2 := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion2, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 222, 255, 55},
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},
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})
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controller.AddComponent(potion2, rooms[1].Center) //implicit Coords
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controller.AddComponent(potion2, items.Carried{Mass:5, Bulk:3})
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controller.AddComponent(potion2, items.Usable{})
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controller.AddComponent(potion2, items.Consumable{})
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//fixme end setting up items
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State.Player = player
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State.Controller = controller
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@ -3,11 +3,13 @@ package ecs
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// ECS system by jcerise, github.com/jcerise/gogue
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import (
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"fmt"
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"context"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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"sort"
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)
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type Controller struct {
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ctx context.Context
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systems map[string]System
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sortedSystems map[int][]System
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priorityKeys []int
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@ -21,8 +23,8 @@ type Controller struct {
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}
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// NewController is a convenience/constructor method to properly initialize a new processor
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func NewController() *Controller {
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controller := Controller{}
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func NewController(ctx context.Context) *Controller {
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controller := Controller{ctx: ctx}
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controller.systems = make(map[string]System)
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controller.sortedSystems = make(map[int][]System)
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controller.priorityKeys = []int{}
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@ -78,7 +80,7 @@ func (c *Controller) GetMappedComponentClass(componentName string) Component {
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return c.componentMap[componentName]
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} else {
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// TODO: Add better (read: actual) error handling here
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fmt.Printf("Component[%s] not registered on Controller.\n", componentName)
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appctx.Logger(c.ctx).Warn().Msgf("Component[%s] not registered on Controller.\n", componentName)
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return nil
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}
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}
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@ -206,7 +208,7 @@ func (c *Controller) AddSystem(system System, priority int) {
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c.sortedSystems[priority] = append(c.sortedSystems[priority], system)
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sort.Ints(c.priorityKeys)
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} else {
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fmt.Printf("A system of type %v was already added to the controller %v!", systemType, c)
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appctx.Logger(c.ctx).Warn().Msgf("A system of type %v was already added to the controller %v!", systemType, c)
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}
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}
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@ -2,8 +2,7 @@ package ecs
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// ECS system by jcerise, github.com/jcerise/gogue
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const MobRenderSystem = "mobrender"
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const TerrainRenderSystem = "terrainrender"
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const TerrainRenderSystem = "levelrender"
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type System interface {
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Process()
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160
engine/ecs/systems/level_render_system.go
Normal file
160
engine/ecs/systems/level_render_system.go
Normal file
@ -0,0 +1,160 @@
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package systems
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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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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"sort"
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"time"
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)
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var fovRecompute = true
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var redraw = false
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type LevelRenderSystem struct {
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Viewport *mainwindow.ViewPort
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Controller *ecs.Controller
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state *gamestate.GameState
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layer *mainwindow.Layer
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fov fov.Fov
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animateTiles *time.Ticker
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TorchRadius int
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}
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func NewLevelRenderSystem(
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state *gamestate.GameState,
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controller *ecs.Controller,
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vp *mainwindow.ViewPort,
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layer *mainwindow.Layer,
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fov fov.Fov,
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) LevelRenderSystem {
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trs := LevelRenderSystem{
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Viewport: vp,
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Controller: controller,
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layer: layer,
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state: state,
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fov: fov,
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}
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trs.TorchRadius = 12 //fixme move to sight component
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trs.animateTiles = time.NewTicker(time.Second / 12)
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return trs
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}
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//fixme add to screens/game Exit()
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func (trs LevelRenderSystem) Close() {
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trs.animateTiles.Stop()
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trs.animateTiles = nil //zero pointer to ticker
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}
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func (trs LevelRenderSystem) Listen() {
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for {
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select {
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case <-trs.state.FovRecompute:
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fovRecompute = true
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case <-trs.state.Redraw:
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redraw = true
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case <-trs.animateTiles.C:
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redraw = true
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}
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}
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}
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type priorityRenderable struct {
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types.Appearance
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types.Coords
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Priority int //with bigger are rendered last
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}
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type prioritySorter []priorityRenderable
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func (a prioritySorter) Len() int { return len(a) }
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func (a prioritySorter) Swap(i, j int) { a[i], a[j] = a[j], a[i] }
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func (a prioritySorter) Less(i, j int) bool { return a[i].Priority < a[j].Priority }
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func (trs LevelRenderSystem) Process() {
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playerCoords := trs.state.Controller.GetComponent(trs.state.Player, ecs.CoordsComponent).(types.Coords)
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trs.Viewport.Move(trs.state, playerCoords)
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if fovRecompute {
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trs.layer.ClearRect(trs.Viewport.Rect)
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trs.fov.ComputeFov(trs.state.Level, playerCoords, trs.TorchRadius)
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fovRecompute = false
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redraw = true
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}
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if redraw {
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//terrain
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for y := 0; y < trs.Viewport.H; y++ {
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for x := 0; x < trs.Viewport.W; x++ {
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mapCoords := types.Coords{trs.Viewport.CameraCoords.X + x, trs.Viewport.CameraCoords.Y + y}
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if trs.state.Level.InBounds(mapCoords) {
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tile := trs.state.Level.GetTile(mapCoords)
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if tile.Explored || tile.Visible {
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trs.layer.PutToBase(
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x+trs.Viewport.X,
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y+trs.Viewport.Y,
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tile.GetChar(),
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tile.GetRawColor(),
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tile.GetRawBgColor(),
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)
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}
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}
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}
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}
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//mobs
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entToRender := make([]priorityRenderable, 0)
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for e := range trs.Controller.GetEntities() {
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if trs.Controller.HasComponent(e, ecs.CoordsComponent) &&
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trs.Controller.HasComponent(e, ecs.AppearanceComponent) {
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pos := trs.Controller.GetComponent(e, ecs.CoordsComponent).(types.Coords)
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appearance := trs.Controller.GetComponent(e, ecs.AppearanceComponent).(types.Appearance)
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//fixme fov check
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if !trs.state.Level.GetTile(pos).Visible {
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continue
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}
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vpc, err := trs.Viewport.ToVPCoords(pos)
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if err != nil {
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continue //we cant see it? no problem.
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}
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//Костыль для приоритета отрисовки
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p := 0
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if trs.Controller.HasComponent(e, ecs.CarriedComponent) {
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p = 10
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}
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if trs.Controller.HasComponent(e, ecs.MoveableComponent) {
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p = 100
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}
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entToRender = append(entToRender, priorityRenderable{
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Appearance: appearance,
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Coords: vpc,
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Priority: p,
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})
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}
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}
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sort.Sort(prioritySorter(entToRender))
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for _, ree := range entToRender {
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trs.layer.WithRawColor(ree.Appearance.ColorSet.Fg.GetColor()).
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Put(ree.X, ree.Y, ree.Appearance.Glyph.GetGlyph())
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}
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entToRender = nil
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redraw = false
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}
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}
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func (trs LevelRenderSystem) SystemType() string {
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return ecs.TerrainRenderSystem
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}
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@ -1,45 +0,0 @@
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package systems
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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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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)
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type MobRenderSystem struct {
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Controller *ecs.Controller
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Layer *mainwindow.Layer
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Viewport *mainwindow.ViewPort
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Fov fov.Fov
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*gamemap.Level
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}
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func (mrs MobRenderSystem) Process() {
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//if redraw {
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for e := range mrs.Controller.GetEntities() {
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if mrs.Controller.HasComponent(e, ecs.CoordsComponent) &&
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mrs.Controller.HasComponent(e, ecs.AppearanceComponent) {
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pos := mrs.Controller.GetComponent(e, ecs.CoordsComponent).(types.Coords)
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appearance := mrs.Controller.GetComponent(e, ecs.AppearanceComponent).(types.Appearance)
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//fixme fov check
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//if !mrs.Fov.IsInFov(pos) {
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// continue
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//}
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vpc, err := mrs.Viewport.ToVPCoords(pos)
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if err != nil {
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continue //we cant see it? no problem.
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}
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mrs.Layer.WithRawColor(appearance.ColorSet.Fg.GetColor()).Put(vpc.X, vpc.Y, appearance.Glyph.GetGlyph())
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}
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}
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//}
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}
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func (mrs MobRenderSystem) SystemType() string {
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return ecs.MobRenderSystem
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}
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@ -1,104 +0,0 @@
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package systems
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import (
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/fov"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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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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"time"
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)
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var fovRecompute = true
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var redraw = false
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type TerrainRenderSystem struct {
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Viewport *mainwindow.ViewPort
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state *gamestate.GameState
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layer *mainwindow.Layer
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fov fov.Fov
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animateTiles *time.Ticker
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TorchRadius int
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}
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func NewTerrainRenderSystem(
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state *gamestate.GameState,
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vp *mainwindow.ViewPort,
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layer *mainwindow.Layer,
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fov fov.Fov,
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) TerrainRenderSystem {
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trs := TerrainRenderSystem{
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Viewport:vp,
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layer: layer,
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state: state,
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fov: fov,
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}
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trs.TorchRadius = 12 //fixme move to sight component
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trs.animateTiles = time.NewTicker(time.Second / 12)
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return trs
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}
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//fixme add to screens/game Exit()
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func (trs TerrainRenderSystem) Close() {
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trs.animateTiles.Stop()
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trs.animateTiles = nil //zero pointer to ticker
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}
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func (trs TerrainRenderSystem) Listen() {
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for {
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select {
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case <-trs.state.FovRecompute:
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fovRecompute = true
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case <-trs.state.Redraw:
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redraw = true
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case <-trs.animateTiles.C:
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redraw = true
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}
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}
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}
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func (trs TerrainRenderSystem) Process() {
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playerCoords := trs.state.Controller.GetComponent(trs.state.Player, ecs.CoordsComponent).(types.Coords)
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trs.Viewport.Move(trs.state, playerCoords)
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if fovRecompute {
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trs.layer.ClearRect(trs.Viewport.Rect)
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trs.fov.ComputeFov(trs.state.Level, playerCoords, trs.TorchRadius)
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fovRecompute = false
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redraw = true
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}
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if redraw {
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//terrain
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for y := 0; y < trs.Viewport.H; y++ {
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for x := 0; x < trs.Viewport.W; x++ {
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mapCoords := types.Coords{trs.Viewport.CameraCoords.X + x, trs.Viewport.CameraCoords.Y + y}
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if trs.state.Level.InBounds(mapCoords) {
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tile := trs.state.Level.GetTile(mapCoords)
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if tile.Explored || tile.Visible {
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trs.layer.PutToBase(
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x+trs.Viewport.X,
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y+trs.Viewport.Y,
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tile.GetChar(),
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tile.GetRawColor(),
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tile.GetRawBgColor(),
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)
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}
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}
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}
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}
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redraw = false
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}
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}
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func (trs TerrainRenderSystem) SystemType() string {
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return ecs.TerrainRenderSystem
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}
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@ -124,6 +124,7 @@ func (ps *precomputedShade) FindByCoords(c types.Coords) (int, *Cell, error) {
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func (ps *precomputedShade) IsInFov(coords types.Coords) bool {
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rc := ps.fromLevelCoords(coords)
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if rc.X == 0 && rc.Y ==0 {return true}
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_, cell, err := ps.FindByCoords(rc)
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if err != nil {
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return false
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@ -31,3 +31,7 @@ func (b *Backpack) HasFreeSpace(Bulk, Mass int) bool {
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}
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return true
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}
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func (b *Backpack) GetItems() []ecs.Entity {
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return b.items
|
||||
}
|
@ -50,6 +50,8 @@ func (c Carried) Pickup(who, what ecs.Entity) {
|
||||
//remove coords instead (does not exist on map anymore)
|
||||
Controller.RemoveComponent(what, ecs.CoordsComponent)
|
||||
bp.items = append(bp.items, what)
|
||||
//fuck that, we need to update constantly
|
||||
Controller.UpdateComponent(who, ecs.BackpackComponent, bp)
|
||||
}
|
||||
|
||||
func (c Carried) Drop(who, what ecs.Entity) {
|
||||
@ -87,11 +89,12 @@ func (c *Carried) GetBulk(what ecs.Entity) int {
|
||||
return c.Bulk
|
||||
}
|
||||
|
||||
func FindCarriedOnTile(coords types.Coords) []ecs.Entity {
|
||||
func FindCarriedUnder(who ecs.Entity) []ecs.Entity {
|
||||
coords := Controller.GetComponent(who, ecs.CoordsComponent).(types.Coords)
|
||||
carrieds := Controller.GetEntitiesWithComponent(ecs.CarriedComponent)
|
||||
result := make([]ecs.Entity, 0)
|
||||
for _, ent := range carrieds {
|
||||
car := Controller.GetComponent(ent, ecs.CarriedComponent)
|
||||
car := Controller.GetComponent(ent, ecs.CoordsComponent)
|
||||
if car == coords {
|
||||
result = append(result, ent)
|
||||
}
|
||||
|
@ -2,8 +2,8 @@ package items
|
||||
|
||||
import "lab.zaar.be/thefish/alchemyst-go/engine/ecs"
|
||||
|
||||
var Controller ecs.Controller
|
||||
var Controller *ecs.Controller
|
||||
|
||||
func Init(ctrl ecs.Controller) {
|
||||
func Init(ctrl *ecs.Controller) {
|
||||
Controller = ctrl
|
||||
}
|
@ -1,17 +1,21 @@
|
||||
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
|
||||
@ -20,26 +24,24 @@ type GameScreen struct {
|
||||
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
|
||||
|
@ -1,11 +1,99 @@
|
||||
package screens
|
||||
|
||||
type InventoryScreen struct {
|
||||
import (
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"strings"
|
||||
)
|
||||
|
||||
type InventoryScreen struct {
|
||||
*MenuScreen
|
||||
items []ecs.Entity
|
||||
|
||||
cursor int
|
||||
offset int
|
||||
pageSize int
|
||||
}
|
||||
|
||||
func (ts *InventoryScreen) UseEcs() bool {return true}
|
||||
func (ts *InventoryScreen) Enter() {}
|
||||
func (ts *InventoryScreen) HandleInput(input string) {}
|
||||
func (ts *InventoryScreen) Exit() {}
|
||||
func (ts *InventoryScreen) Render() {}
|
||||
func (is *InventoryScreen) MakeInverntory() *InventoryScreen {
|
||||
is.drawFunc = is.InventoryRender
|
||||
is.inputFunc = is.HandleInput
|
||||
return is
|
||||
}
|
||||
|
||||
func (is *InventoryScreen) SetItems(items []ecs.Entity) *InventoryScreen {
|
||||
is.items = items
|
||||
return is
|
||||
}
|
||||
|
||||
func (is *InventoryScreen) HandleInput(input string) {
|
||||
switch input {
|
||||
case "PageUp":
|
||||
is.offset = is.offset - 1
|
||||
if is.offset < 0 {
|
||||
is.offset = 0
|
||||
}
|
||||
break
|
||||
case "PageDown":
|
||||
is.offset = is.offset + 1
|
||||
if is.offset > len(is.items)-1 {
|
||||
is.offset = len(is.items) - 1
|
||||
}
|
||||
break
|
||||
case "enter":
|
||||
//select current under cursor
|
||||
break;
|
||||
case "a","b","c","d","e","f","g","h","i","j","k","l":
|
||||
//selct by letter
|
||||
break;
|
||||
case "Escape":
|
||||
fallthrough
|
||||
case "Space":
|
||||
is.scm.SetScreen(is.scm.PreviousScreen)
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
func (is *InventoryScreen) InventoryRender() {
|
||||
menuLayer := is.mw.GetLayer("menu")
|
||||
menuLayer.ClearRect(is.Rect)
|
||||
bgLayer := is.mw.GetLayer("menubg")
|
||||
bgLayer.ClearRect(is.Rect)
|
||||
bgLayer.WithColor(is.bgColor).NewWindow(is.Rect).Splash()
|
||||
menuLayer.WithColor(is.fgColor).NewWindow(is.Rect).DoubleBordered(is.title)
|
||||
menuLayer.Print(is.X+(is.W/2)-7, is.Y+is.H-1, "╡"+"[color=green]Space[/color] to close"+"╞")
|
||||
footerHeight := 0
|
||||
if is.footer != "" {
|
||||
_, footerHeight = menuLayer.PrintInside(is.Rect, is.footer, 9)
|
||||
footerHeight = footerHeight + 2
|
||||
}
|
||||
_, headerHeight := menuLayer.PrintInside(is.Rect, is.header, blt.TK_ALIGN_LEFT)
|
||||
itemField := types.Rect{is.X, is.Y + headerHeight + 1, is.W, is.H - headerHeight - footerHeight}
|
||||
_ = itemField
|
||||
var ilw, ilh int
|
||||
if (len(is.items) > 0) {
|
||||
//fixme itemfield object, scroller, inputhandler, current selected item
|
||||
menuItems := make([]string, 0)
|
||||
for i := is.offset; i < len(is.items); i++ {
|
||||
if string(is.items[i].(string)) != "" {
|
||||
menuItems = append(menuItems, is.items[i].(string))
|
||||
}
|
||||
}
|
||||
ilw, ilh = menuLayer.PrintInside(itemField, strings.Join(menuItems, "\n"), blt.TK_ALIGN_LEFT)
|
||||
}
|
||||
if ilh < len(is.items) {
|
||||
is.drawScrollBar(menuLayer, itemField)
|
||||
}
|
||||
if ilw > itemField.W-4 {
|
||||
fmt.Printf("Excess width of item names found! Need h-scroll of certain names")
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//func (ms *InventoryScreen) UseEcs() bool {return true}
|
||||
//func (ms *InventoryScreen) Enter() {}
|
||||
|
||||
//func (ms *InventoryScreen) Exit() {}
|
||||
//func (ms *InventoryScreen) Render() {}
|
||||
|
Loading…
x
Reference in New Issue
Block a user