working prototype with ecs

This commit is contained in:
anton.gurov 2019-11-05 17:55:38 +03:00
parent 096ff2b182
commit a195e335eb
7 changed files with 120 additions and 52 deletions

View File

@ -9,6 +9,7 @@ import (
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
"lab.zaar.be/thefish/alchemyst-go/engine/screens"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui"
@ -56,18 +57,29 @@ func main() {
var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
// set up context
mainCtx := util.NewClientContext(config, &logger)
//set up main window
mw := mainwindow.Init(mainCtx)
defer mw.Close()
setupLayers(mw)
//fixme
//set up input decoder
go decodeInput(mainCtx, mw.GetLayer("base"))
//fixme set up (load / generate) level
level, rooms := mapgens.DefaultGen(gamemap.NewLevel(mainCtx, "test", 1))
State.Level = level
vp := mainwindow.NewViewPort(30, 0, 70, 47, mw.GetLayer("base"))
//Set up viewport
vp := mainwindow.NewViewPort(30, 0, 70, 47, mw.GetLayer("base"))
go vp.Listen(State)
//Set up Screen Manager
screenMgr := types.NewScreenManager(mainCtx)
screenMgr.AddScreen("title", &screens.TitleScreen{})
screenMgr.AddScreen("game", screens.NewGameScreen(mw, &State, vp))
@ -92,15 +104,21 @@ func main() {
//vp.PlayerCoords = player.Coords
//vp.Render(&State)
go decodeInput(mainCtx, mw.GetLayer("base"))
go vp.Listen(State)
//set up controller
controller := ecs.NewController()
controller.MapComponentClass("coords", types.Coords{})
controller.MapComponentClass("appearance", types.Appearance{})
controller.MapComponentClass("mob", mob.Mob{})
controller.MapComponentClass("moveable", movement.Moveable{})
moveable := movement.Moveable{
Controller: controller,
Level: level,
}
//fixme set up (load / generate) player
player := controller.CreateEntity([]ecs.Component{})
controller.AddComponent(player, &types.Appearance{
@ -111,13 +129,15 @@ func main() {
})
controller.AddComponent(player, rooms[0].Center) //implicit Coords
controller.AddComponent(player, moveable)
render := systems.MobRenderSystem{EntityController: controller}
controller.AddSystem(render, 1)
level.Player = player
State.Player = player
State.Controller = controller
//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
var exit = false

View File

@ -1,6 +1,7 @@
package gamestate
import (
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
)
@ -10,8 +11,10 @@ type GameState struct {
Input chan string
RawInput chan int
FovRecompute chan struct{}
Redraw chan struct{}
Redraw chan struct{}
Player ecs.Entity
Level *gamemap.Level
Controller *ecs.Controller
}
// do runs f on the main thread.

View File

@ -1,8 +1,6 @@
package mob
import (
"fmt"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"reflect"
)
@ -13,26 +11,10 @@ type Mob struct {
BlocksPass bool
}
func (m *Mob) Walk(level *gamemap.Level, dx, dy int) {
newCoords := types.Coords{m.X + dx, m.Y + dy}
if level.GetTile(newCoords).BlocksPass {
return
}
//fixme
//if level.Objects.At(newCoords).HasComponent("block_pass") {
//
//}
fmt.Printf("new coords: %d, %d\n", m.Coords.X, m.Coords.Y)
}
func (m *Mob) Render() {
}
func (m *Mob) MoveToCoords(c types.Coords) {
}
func (mob Mob) TypeOf() reflect.Type {
return reflect.TypeOf(mob)
}

View File

@ -0,0 +1,50 @@
package movement
import (
"fmt"
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"reflect"
)
type Moveable struct {
Controller *ecs.Controller
Level *gamemap.Level
}
func (mov Moveable) Walk() {
}
func (mov Moveable) IsBlocked(c types.Coords) bool {
if mov.Level.GetTile(c).BlocksPass == true {
return true
}
list := mov.Controller.GetEntitiesWithComponent(mob.Mob{}.TypeOf())
for idx, _ := range list {
coords := mov.Controller.GetComponent(list[idx], types.Coords{}.TypeOf())
if coords == nil {
continue
}
coords = coords.(types.Coords)
if coords != c {
continue
}
m := mov.Controller.GetComponent(list[idx], mob.Mob{}.TypeOf())
if m == nil {
continue
}
if m.(mob.Mob).BlocksPass {
return true
}
}
fmt.Printf("\nCoords %v do not block pass!", c)
return false
}
func (mov Moveable) TypeOf() reflect.Type {
return reflect.TypeOf(mov)
}

View File

@ -1,5 +0,0 @@
package mob
type Player struct {
Mob
}

View File

@ -2,6 +2,8 @@ package screens
import (
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
"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"
)
@ -21,28 +23,28 @@ func (ts *GameScreen) HandleInput(input string) {
//ts.state.Do(func(){
switch input {
case "Up", "k", "8":
ts.state.Player.Walk(ts.state.Level, 0, -1)
ts.walk(ts.state, 0, -1)
break
case "Down", "j", "2":
ts.state.Player.Walk(ts.state.Level,0, 1)
ts.walk(ts.state,0, 1)
break
case "Left", "h", "4":
ts.state.Player.Walk(ts.state.Level,-1, 0)
ts.walk(ts.state,-1, 0)
break
case "Right", "l", "6":
ts.state.Player.Walk(ts.state.Level,1, 0)
ts.walk(ts.state,1, 0)
break
case "y", "7":
ts.state.Player.Walk(ts.state.Level,-1, -1)
ts.walk(ts.state,-1, -1)
break
case "u", "9":
ts.state.Player.Walk(ts.state.Level,1, -1)
ts.walk(ts.state,1, -1)
break
case "b", "1":
ts.state.Player.Walk(ts.state.Level,-1, 1)
ts.walk(ts.state,-1, 1)
break
case "n", "3":
ts.state.Player.Walk(ts.state.Level,1, 1)
ts.walk(ts.state,1, 1)
break
default:
ts.mw.GetLayer("base").ClearArea(0, 3, 40, 1)
@ -56,3 +58,18 @@ func (ts *GameScreen) Exit() {}
func (ts *GameScreen) Render() {
ts.vp.Render(ts.state)
}
func (ts *GameScreen) walk(state *gamestate.GameState, dx, dy int) {
controller := state.Controller
coords := controller.GetComponent(state.Player, types.Coords{}.TypeOf()).(types.Coords)
newCoords := types.Coords{coords.X + dx, coords.Y + dy}
movable := controller.GetComponent(state.Player, movement.Moveable{}.TypeOf()).(movement.Moveable)
if !movable.IsBlocked(newCoords) {
controller.UpdateComponent(state.Player, types.Coords{}.TypeOf(), newCoords)
}
state.Redraw <- struct{}{}
state.FovRecompute <- struct{}{}
}

View File

@ -6,7 +6,6 @@ import (
"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/mob"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"time"
)
@ -18,7 +17,6 @@ type ViewPort struct {
cameraCoords types.Coords
layer *Layer
Fov fov.Fov
Player mob.Player
TorchRadius int
animateTiles *time.Ticker
}
@ -44,12 +42,10 @@ func (vp *ViewPort) Close() {
vp.animateTiles = nil //free pointer to ticker
}
func (vp *ViewPort) Move(state *gamestate.GameState) {
func (vp *ViewPort) Move(state *gamestate.GameState, newCoords types.Coords) {
c := &state.Level.Player.HasComponent(types.Coords{}).Coords
x := c.X - vp.Rect.W/2
y := c.Y - vp.Rect.H/2
x := newCoords.X - vp.Rect.W/2
y := newCoords.Y - vp.Rect.H/2
if x < 0 {
x = 0
@ -98,16 +94,22 @@ func (vp *ViewPort) Listen(state gamestate.GameState) {
func (vp *ViewPort) Render(state *gamestate.GameState) {
vp.Move(state)
playerCoords := state.Controller.GetComponent(state.Player, types.Coords{}.TypeOf()).(types.Coords)
vp.Move(state, playerCoords)
if fovRecompute {
vp.layer.ClearRect(vp.Rect)
fovRecompute = true
fovRecompute = false
redraw = true
vp.Fov.ComputeFov(state.Level, state.Level.Player.Coords, vp.TorchRadius)
vp.Fov.ComputeFov(state.Level, playerCoords, vp.TorchRadius)
}
//if redraw {
vp.layer.ClearArea(0, 7, 40, 1)
vp.layer.Print(0,7, fmt.Sprintf("pcds: %v", playerCoords))
if redraw {
//terrain
for y := 0; y < vp.H; y++ {
for x := 0; x < vp.W; x++ {
@ -122,7 +124,7 @@ func (vp *ViewPort) Render(state *gamestate.GameState) {
}
}
//mobs
pc, err := vp.ToVPCoords(state.Level.Player.Coords)
pc, err := vp.ToVPCoords(playerCoords)
_ = pc
if err != nil {
fmt.Println("error on getting player position")
@ -133,8 +135,7 @@ func (vp *ViewPort) Render(state *gamestate.GameState) {
}
//redraw = true
//redraw = false
//}
redraw = false
}
}