package screens import ( "lab.zaar.be/thefish/alchemyst-go/engine/ecs" "lab.zaar.be/thefish/alchemyst-go/engine/ecs/systems" "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" ) type GameScreen struct { mw *mainwindow.MainWindow state *gamestate.GameState vp *mainwindow.ViewPort controller *ecs.Controller scm *types.ScreenManager } 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} renderMobs := systems.MobRenderSystem{EntityController: ts.controller} ts.controller.AddSystem(renderMobs, 1) return ts } 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(1, ts.mw.H-2, "Press [color=white]?[/color] for help") } func (ts *GameScreen) Exit() { ts.mw.GetLayer("base").ClearArea(1, ts.mw.H-2, 30, 1) //remove what we dont need } func (ts *GameScreen) HandleInput(input string) { //ts.state.Do(func(){ switch input { case "Up", "k", "8": ts.walk(ts.state, 0, -1) break case "Down", "j", "2": ts.walk(ts.state, 0, 1) break case "Left", "h", "4": ts.walk(ts.state, -1, 0) break case "Right", "l", "6": ts.walk(ts.state, 1, 0) break case "y", "7": ts.walk(ts.state, -1, -1) break case "u", "9": ts.walk(ts.state, 1, -1) break case "b", "1": ts.walk(ts.state, -1, 1) break case "n", "3": ts.walk(ts.state, 1, 1) break case "Shift+/": ts.scm.SetScreenByName("help") break default: 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, "█") } //}) } 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{}{} }