Game states and main menu
This commit is contained in:
+18
-40
@@ -1,19 +1,14 @@
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import { Entity, World } from "$/common/ecs/mod.ts";
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import { World } from "$/common/ecs/mod.ts";
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import { MovementSystem } from "$/common/systems/movement_system.ts";
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import { RenderSystem } from "$/client/systems/render_system.ts";
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import { PlayerControlsSystem } from "$/client/systems/player_controls.ts";
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import { DebugUI } from "$/client/debug_ui.ts";
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import { DebugSystem } from "$/client/systems/debug_system.ts";
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import { create_player } from "$/client/player.ts";
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import { Tilemap } from "$/client/components/tilemap.ts";
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import { AssetManager } from "$/client/assets.ts";
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import { TileEditorSystem } from "$/client/systems/tile_editor_system.ts";
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import { InventorySystem } from "$/client/systems/inventory_system.ts";
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import { UIInteractionSystem } from "$/client/systems/ui_interaction_system.ts";
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import { UIRenderSystem } from "$/client/systems/ui_render_system.ts";
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import { UIButton } from "./components/ui_components.ts";
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import { Position } from "../common/components/position.ts";
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import { open_about } from "./about.ts";
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import { create_main_menu } from "./main_menu.ts";
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export class ClientWorld extends World {
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canvas: HTMLCanvasElement;
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@@ -23,7 +18,11 @@ export class ClientWorld extends World {
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debugging = false;
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constructor(canvas: HTMLCanvasElement) {
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super();
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super("main_menu");
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this.add_state("main_menu");
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this.add_state("paused");
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this.add_state("game");
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this.canvas = canvas;
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const ctx = canvas.getContext("2d");
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@@ -52,41 +51,20 @@ export class ClientWorld extends World {
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DebugUI.initialize(this.ctx);
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const tilemap = new Entity("backgroundtiles");
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tilemap.add(
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new Tilemap(
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AssetManager.instance.get("bworld:roguelike"),
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16,
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[],
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2,
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1,
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),
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);
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this.add_entity(tilemap);
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const player = create_player(this);
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// UI !
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const unpause_button = new Entity("unpausebutton");
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unpause_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 - 80));
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unpause_button.add(new UIButton("Unpause", 320, 64, () => this.paused = false));
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this.add_entity(unpause_button);
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const about_button = new Entity("aboutbutton");
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about_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 + 80));
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about_button.add(new UIButton("About", 320, 64, () => open_about()));
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this.add_entity(about_button);
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create_main_menu(this);
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// Logic systems
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this.add_system(new UIInteractionSystem());
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this.add_system(new InventorySystem());
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this.add_system(new PlayerControlsSystem(player));
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this.add_system(new MovementSystem());
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this.add_system(new UIInteractionSystem(), "main_menu");
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this.add_system(new UIInteractionSystem(), "paused");
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this.add_system(new InventorySystem(), "game");
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this.add_system(new PlayerControlsSystem(), "game");
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this.add_system(new MovementSystem(), "game");
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// render systems
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this.add_system(new RenderSystem(this.ctx));
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this.add_system(new DebugSystem());
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this.add_system(new TileEditorSystem());
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this.add_system(new UIRenderSystem());
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this.add_system(new RenderSystem(this.ctx), "game");
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this.add_system(new DebugSystem(), "*");
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this.add_system(new TileEditorSystem(), "game");
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this.add_system(new UIRenderSystem(), "main_menu");
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this.add_system(new UIRenderSystem(), "paused");
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}
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}
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@@ -0,0 +1,38 @@
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import { Entity } from "$/common/ecs/mod.ts";
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import { Position } from "$/common/components/position.ts";
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import { ClientWorld } from "./client_world.ts";
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import { Tilemap } from "./components/tilemap.ts";
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import { AssetManager } from "./assets.ts";
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import { create_player } from "./player.ts";
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import { UIButton } from "./components/ui_components.ts";
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import { open_about } from "./about.ts";
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export function start_game(world: ClientWorld) {
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world.state = "game";
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world.clear_entities();
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const tilemap = new Entity("backgroundtiles");
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tilemap.add(
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new Tilemap(
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AssetManager.instance.get("bworld:roguelike"),
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16,
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[],
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2,
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1,
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),
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);
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world.add_entity(tilemap);
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create_player(world);
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// UI !
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const unpause_button = new Entity("unpausebutton");
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unpause_button.add(new Position(world.canvas.width / 2 - 150, world.canvas.height / 2 - 80));
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unpause_button.add(new UIButton("Unpause", 320, 64, () => world.state = "paused"));
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world.add_entity(unpause_button);
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const about_button = new Entity("aboutbutton");
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about_button.add(new Position(world.canvas.width / 2 - 150, world.canvas.height / 2 + 80));
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about_button.add(new UIButton("About", 320, 64, () => open_about()));
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world.add_entity(about_button);
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}
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@@ -0,0 +1,20 @@
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import { Entity } from "$/common/ecs/mod.ts";
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import { Position } from "$/common/components/position.ts";
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import { ClientWorld } from "./client_world.ts";
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import { UIButton } from "./components/ui_components.ts";
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import { open_about } from "./about.ts";
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import { start_game } from "./game.ts";
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export function create_main_menu(world: ClientWorld) {
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const canvas = world.canvas;
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const play_button = new Entity("play");
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play_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 - 80));
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play_button.add(new UIButton("Play", 320, 64, () => start_game(world)));
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world.add_entity(play_button);
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const about_button = new Entity("aboutbutton");
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about_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 + 80));
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about_button.add(new UIButton("About", 320, 64, () => open_about()));
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world.add_entity(about_button);
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}
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@@ -9,10 +9,6 @@ import { Sprite } from "../components/sprite.ts";
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export class InventorySystem extends System {
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update(world: ClientWorld, _delta: number): void {
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if (world.paused) {
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return;
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}
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for (const entity of world.get_entities()) {
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const player_inventory = entity.get(PlayerInventory);
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@@ -1,4 +1,4 @@
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import { Entity, System } from "$/common/ecs/mod.ts";
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import { System } from "$/common/ecs/mod.ts";
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import { Velocity } from "$/common/components/velocity.ts";
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import { InputManager } from "../input_manager.ts";
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import { AnimatedSprite } from "../components/sprite.ts";
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@@ -9,21 +9,15 @@ import { Camera } from "../components/camera.ts";
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import { Position } from "../../common/components/position.ts";
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export class PlayerControlsSystem extends System {
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player: Entity;
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constructor(player: Entity) {
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constructor() {
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super();
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this.player = player;
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}
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update(world: ClientWorld, _delta: number): void {
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if (world.paused) {
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return;
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}
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const velocity = this.player.get(Velocity)!;
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const controls = this.player.get(PlayerControls)!;
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const player_inventory = this.player.get(PlayerInventory)!;
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const [player] = world.get_tag("player")!;
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const velocity = player.get(Velocity)!;
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const controls = player.get(PlayerControls)!;
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const player_inventory = player.get(PlayerInventory)!;
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if (InputManager.is_key_down(controls.move_left)) {
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velocity.vx = -controls.move_speed;
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@@ -41,7 +35,7 @@ export class PlayerControlsSystem extends System {
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velocity.vy = 0;
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}
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const animated_sprite = this.player.get(AnimatedSprite)!;
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const animated_sprite = player.get(AnimatedSprite)!;
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if (
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InputManager.is_key_down(controls.move_up) || InputManager.is_key_down(controls.move_down) ||
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@@ -59,7 +53,7 @@ export class PlayerControlsSystem extends System {
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}
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if (InputManager.is_key_pressed(controls.open_inventory)) {
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const inventory = this.player.get(PlayerInventory)!;
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const inventory = player.get(PlayerInventory)!;
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inventory.is_open = !inventory.is_open;
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}
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@@ -67,8 +61,8 @@ export class PlayerControlsSystem extends System {
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world.debugging = !world.debugging;
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}
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const position = this.player.get(Position)!;
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const camera = this.player.get(Camera)!;
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const position = player.get(Position)!;
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const camera = player.get(Camera)!;
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camera.x = Math.round(position.x);
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camera.y = Math.round(position.y);
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@@ -7,15 +7,6 @@ import { InputManager } from "$/client/input_manager.ts";
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export class UIInteractionSystem implements System {
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update(world: ClientWorld, _delta: number) {
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// TODO: dont like
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if (InputManager.is_key_pressed("Escape")) {
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world.paused = !world.paused;
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}
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if (!world.paused) {
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return;
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}
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const mouse = InputManager.get_mouse_position();
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for (const entity of world.get_entities()) {
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@@ -12,10 +12,6 @@ export class UIRenderSystem implements System {
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constructor() {}
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update(world: ClientWorld, _delta: number) {
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if (!world.paused) {
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return;
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}
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const ctx = world.ctx;
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ctx.save();
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+57
-11
@@ -2,33 +2,79 @@ import type { Entity } from "./entity.ts";
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import type { System } from "./system.ts";
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export class World {
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entities = new Set<Entity>();
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systems = new Set<System>();
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tags = new Map<string, Entity[]>();
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#entities = new Set<Entity>();
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#entities_for_deletion = new Set<Entity>();
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add_entity(entity: Entity) {
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this.entities.add(entity);
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#systems = new Map<string, Set<System>>();
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#tags = new Map<string, Entity[]>();
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#states = new Set<string>();
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#state: string = "";
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#new_state: string | undefined;
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constructor(initial_state: string) {
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this.#state = initial_state;
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this.add_state("*");
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}
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add_system(system: System) {
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this.systems.add(system);
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add_state(new_state: string) {
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this.#states.add(new_state);
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this.#systems.set(new_state, new Set());
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}
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add_entity(entity: Entity) {
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this.#entities.add(entity);
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}
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add_system(system: System, state: string) {
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console.assert(this.#states.has(state));
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this.#systems.get(state)!.add(system);
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}
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add_tag(tag: string, entities: Entity[]) {
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this.tags.set(tag, entities);
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this.#tags.set(tag, entities);
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}
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get_tag(tag: string) {
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return this.tags.get(tag);
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return this.#tags.get(tag);
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}
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update(delta: number) {
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for (const system of this.systems) {
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for (const system of this.#systems.get("*") ?? []) {
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system.update(this, delta);
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}
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for (const system of this.#systems.get(this.#state) ?? []) {
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system.update(this, delta);
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}
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// should be faster than Set.prototype.difference lol
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for (const entity of this.#entities_for_deletion) {
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this.#entities.delete(entity);
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}
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if (this.#new_state) {
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this.#state = this.#new_state;
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this.#new_state = undefined;
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}
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}
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get_entities() {
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return this.entities;
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return this.#entities;
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}
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delete_entity(entity: Entity) {
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this.#entities_for_deletion.add(entity);
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}
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clear_entities() {
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for (const entity of this.#entities) {
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this.#entities_for_deletion.add(entity);
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}
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}
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get state() {
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return this.#state;
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}
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set state(new_state: string) {
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this.#new_state = new_state;
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}
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}
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