alchemyst/engine/ecs/systems/mob_render_system.go

46 lines
1.2 KiB
Go

package systems
import (
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
"lab.zaar.be/thefish/alchemyst-go/engine/fov"
"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
"lab.zaar.be/thefish/alchemyst-go/engine/types"
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
)
type MobRenderSystem struct {
Controller *ecs.Controller
Layer *mainwindow.Layer
Viewport *mainwindow.ViewPort
Fov fov.Fov
*gamemap.Level
}
func (mrs MobRenderSystem) Process() {
//if redraw {
for e := range mrs.Controller.GetEntities() {
if mrs.Controller.HasComponent(e, ecs.CoordsComponent) &&
mrs.Controller.HasComponent(e, ecs.AppearanceComponent) {
pos := mrs.Controller.GetComponent(e, ecs.CoordsComponent).(types.Coords)
appearance := mrs.Controller.GetComponent(e, ecs.AppearanceComponent).(types.Appearance)
//fixme fov check
//if !mrs.Fov.IsInFov(pos) {
// continue
//}
vpc, err := mrs.Viewport.ToVPCoords(pos)
if err != nil {
continue //we cant see it? no problem.
}
mrs.Layer.WithRawColor(appearance.ColorSet.Fg.GetColor()).Put(vpc.X, vpc.Y, appearance.Glyph.GetGlyph())
}
}
//}
}
func (mrs MobRenderSystem) SystemType() string {
return ecs.MobRenderSystem
}