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