fix wu line iface, pending opacity

This commit is contained in:
2026-01-21 11:39:44 +03:00
parent 2be7717477
commit 378729616f
10 changed files with 108 additions and 51 deletions

View File

@@ -3,6 +3,7 @@ package ecs
// ECS system by jcerise, github.com/jcerise/gogue
const TerrainRenderSystem = "levelrender"
const UiRenderSystem = "uirender"
type System interface {
Process()

View File

@@ -0,0 +1,36 @@
package gamelog
import (
"time"
)
var Log = &GameLog{RedrawLogs: true}
type GameLog struct {
Messages []Message
MaxHeight int
RedrawLogs bool
}
type Message struct {
GameTS uint64
RealTS time.Time
Message string
}
func (gl *GameLog) GetMaxHeight() int {
return gl.MaxHeight
}
func (gl *GameLog) SetMaxHeight(i int) {
gl.MaxHeight = i
}
func (gl *GameLog) Msg(msg string) {
gl.Messages = append(gl.Messages, Message{
GameTS: 0, //fixme
RealTS: time.Now(),
Message: msg,
})
gl.RedrawLogs = true
}

View File

@@ -1,19 +1,18 @@
package mapgens
import (
"context"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/util"
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
)
func DelaunayPureGen(ctx context.Context, l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
func DelaunayPureGen(l *gamemap.Level) (*gamemap.Level, []gamemap.Room) {
rng := util.NewRNG()
//fill with walls
for i := 0; i < l.W; i ++ {
for i := 0; i < l.W; i++ {
for j := 0; j < l.H; j++ {
l.SetTileByXY(i, j, gamemap.NewWall())
}
@@ -33,6 +32,3 @@ func DelaunayPureGen(ctx context.Context, l *gamemap.Level) (*gamemap.Level, []g
return l, rooms
}

View File

@@ -3,6 +3,7 @@ package items
import (
"fmt"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamelog"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
)
@@ -52,6 +53,7 @@ func (c Carried) Pickup(who, what ecs.Entity) error {
//remove coords instead (does not exist on map anymore)
Controller.RemoveComponent(what, ecs.CoordsComponent)
bp.items = append(bp.items, what)
gamelog.Log.Msg(fmt.Sprintf("Picked up %s.", Controller.GetComponent(what, ecs.NamedComponent).(Named).GetName()))
//fuck that, we need to update constantly
Controller.UpdateComponent(who, ecs.BackpackComponent, bp)
return nil

View File

@@ -1,6 +1,7 @@
package movement
import (
"lab.zaar.be/thefish/alchemyst-go/effects"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
@@ -10,7 +11,7 @@ import (
type Moveable struct {
Controller *ecs.Controller
Level *gamemap.Level
Level *gamemap.Level
}
func (mov Moveable) Type() string {
@@ -21,12 +22,12 @@ func (mov Moveable) Walk() {
}
//fixme change it to WhatsOnTile
// fixme change it to WhatsOnTile
func (mov Moveable) IsBlocked(c types.Coords) bool {
if mov.Level.GetTile(c).BlocksPass {
return true
}
list := mov.Controller.GetEntitiesWithComponent(ecs.MobComponent)
list := mov.Controller.GetEntitiesWithComponent(ecs.MobComponent)
for idx := range list {
coords := mov.Controller.GetComponent(list[idx], ecs.CoordsComponent)
if coords == nil {
@@ -59,7 +60,7 @@ func Walk(entity ecs.Entity, state *gamestate.GameState, dx, dy int) {
return
}
if !movable.(Moveable).IsBlocked(newCoords) ||
controller.GetComponent(entity, "pass_wall") != nil {
controller.GetComponent(entity, effects.BuffPassWall) != nil {
controller.UpdateComponent(state.Player, ecs.CoordsComponent, newCoords)
}

View File

@@ -5,6 +5,7 @@ import (
"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/gamelog"
"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"
@@ -24,11 +25,11 @@ type GameScreen struct {
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,
mw: mw,
state: state,
vp: viewPort,
controller: controller,
scm: scm,
scm: scm,
}
//fixme move this to fov system
@@ -38,6 +39,7 @@ func NewGameScreen(mw *mainwindow.MainWindow, state *gamestate.GameState, viewPo
renderLevel := systems.NewLevelRenderSystem(state, ts.controller, viewPort, ts.mw.GetLayer("base"), ts.fov)
go renderLevel.Listen()
ts.controller.AddSystem(renderLevel, 50)
return ts
}
@@ -46,7 +48,7 @@ func (ts *GameScreen) UseEcs() bool { return true }
func (ts *GameScreen) Enter() {
ts.mw.GetLayer("overlay").ClearArea(0, ts.mw.H-3, 30, 3)
ts.mw.GetLayer("overlay").WithColor("#77777777").
Print(ts.mw.W - 17 , 1, "Press [color=white]?[/color] for help")
Print(ts.mw.W-17, 1, "Press [color=white]?[/color] for help")
}
func (ts *GameScreen) Exit() {
//trs := ts.controller.GetSystem(ecs.LevelRenderSystem)
@@ -55,7 +57,7 @@ func (ts *GameScreen) Exit() {
//remove what we dont need
}
//fixme kry names to action constants!
// fixme kry names to action constants!
func (ts *GameScreen) HandleInput(input string) {
//ts.state.Do(func(){
switch input {
@@ -105,16 +107,16 @@ func (ts *GameScreen) HandleInput(input string) {
err := items.Carried.Pickup(cc, ts.state.Player, carrieds[0])
if err != nil {
// Message with error
//gameLog.Log.Error(err)
//gameLog.Msg.Error(err)
//@fixme!
appctx.Logger().Warn().Err(err)
break;
break
}
}
//log picked up
//gameLog.Log.Message(err)
break;
//gameLog.Msg.Message(err)
break
case "i":
ts.scm.SetScreenByName("inventory")
@@ -123,11 +125,21 @@ func (ts *GameScreen) HandleInput(input string) {
ts.mw.GetLayer("base").ClearArea(0, 3, 40, 1)
ts.mw.GetLayer("base").Print(1, 3, "Key: "+input)
ts.mw.GetLayer("base").Print(1, 6, "█")
}
if gamelog.Log.RedrawLogs {
logRect := types.NewRect(1, ts.mw.H-gamelog.Log.MaxHeight-1, ts.mw.W-1, gamelog.Log.MaxHeight)
ts.mw.GetLayer("overlay").ClearRect(logRect)
count := 0
for i := len(gamelog.Log.Messages) - 1; i >= len(gamelog.Log.Messages)-gamelog.Log.MaxHeight; i-- {
//fmt.Println(gamelog.Log.Messages[i].Message)
ts.mw.GetLayer("overlay").PutStringInto(logRect, count-2, gamelog.Log.Messages[i].Message, 0)
count++
}
gamelog.Log.RedrawLogs = false
}
//})
}
func (ts *GameScreen) Render() {
//ts.vp.Render(ts.state)
ts.controller.Process([]string{})
ts.controller.Process(nil)
}