2020-09-25 00:45:45 +03:00

134 lines
3.7 KiB
Go

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/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/items"
"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"
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
)
type GameScreen struct {
mw *mainwindow.MainWindow
state *gamestate.GameState
vp *mainwindow.ViewPort
controller *ecs.Controller
scm *types.ScreenManager
fov fov.Fov
}
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,
}
//fixme move this to fov system
computedFov := precomputed_shade.NewPrecomputedShade(15)
computedFov.Init()
ts.fov = computedFov
renderLevel := systems.NewLevelRenderSystem(state, ts.controller, viewPort, ts.mw.GetLayer("base"), ts.fov)
go renderLevel.Listen()
ts.controller.AddSystem(renderLevel, 50)
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() {
//trs := ts.controller.GetSystem(ecs.LevelRenderSystem)
//trs.(systems.LevelRenderSystem).Close()
ts.mw.GetLayer("overlay").ClearArea(0, ts.mw.H-3, 30, 3)
//remove what we dont need
}
//fixme kry names to action constants!
func (ts *GameScreen) HandleInput(input string) {
//ts.state.Do(func(){
switch input {
case "Up", "k", "KP_8":
movement.Walk(ts.state.Player, ts.state, 0, -1)
break
case "Down", "j", "KP_2":
movement.Walk(ts.state.Player, ts.state, 0, 1)
break
case "Left", "h", "KP_4":
movement.Walk(ts.state.Player, ts.state, -1, 0)
break
case "Right", "l", "KP_6":
movement.Walk(ts.state.Player, ts.state, 1, 0)
break
case "y", "KP_7":
movement.Walk(ts.state.Player, ts.state, -1, -1)
break
case "u", "KP_9":
movement.Walk(ts.state.Player, ts.state, 1, -1)
break
case "b", "KP_1":
movement.Walk(ts.state.Player, ts.state, -1, 1)
break
case "n", "KP_3":
movement.Walk(ts.state.Player, ts.state, 1, 1)
break
case "Shift+/":
ts.scm.SetScreenByName("help")
break
case "Shift+z":
ts.scm.SetScreenByName("devmenu")
break
case "g":
//get list of carriables on tile
carrieds := items.FindCarriedUnder(ts.state.Player)
if len(carrieds) == 0 {
break
} //do nothing
//select if there is more than 1
if len(carrieds) > 1 {
appctx.Logger().Warn().Msg("Passing item list to inventory not implemented yet")
} else {
//call pickup in selected
cc := items.Controller.GetComponent(carrieds[0], ecs.CarriedComponent).(items.Carried)
err := items.Carried.Pickup(cc, ts.state.Player, carrieds[0])
if err != nil {
// Message with error
//gameLog.Log.Error(err)
//@fixme!
appctx.Logger().Warn().Err(err)
break;
}
}
//log picked up
//gameLog.Log.Message(err)
break;
case "i":
ts.scm.SetScreenByName("inventory")
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)
ts.controller.Process([]string{})
}