Game states and main menu

This commit is contained in:
2026-02-25 22:58:36 -03:00
parent 4862bef3f7
commit 28f0422771
8 changed files with 143 additions and 84 deletions
+18 -40
View File
@@ -1,19 +1,14 @@
import { Entity, World } from "$/common/ecs/mod.ts";
import { World } from "$/common/ecs/mod.ts";
import { MovementSystem } from "$/common/systems/movement_system.ts";
import { RenderSystem } from "$/client/systems/render_system.ts";
import { PlayerControlsSystem } from "$/client/systems/player_controls.ts";
import { DebugUI } from "$/client/debug_ui.ts";
import { DebugSystem } from "$/client/systems/debug_system.ts";
import { create_player } from "$/client/player.ts";
import { Tilemap } from "$/client/components/tilemap.ts";
import { AssetManager } from "$/client/assets.ts";
import { TileEditorSystem } from "$/client/systems/tile_editor_system.ts";
import { InventorySystem } from "$/client/systems/inventory_system.ts";
import { UIInteractionSystem } from "$/client/systems/ui_interaction_system.ts";
import { UIRenderSystem } from "$/client/systems/ui_render_system.ts";
import { UIButton } from "./components/ui_components.ts";
import { Position } from "../common/components/position.ts";
import { open_about } from "./about.ts";
import { create_main_menu } from "./main_menu.ts";
export class ClientWorld extends World {
canvas: HTMLCanvasElement;
@@ -23,7 +18,11 @@ export class ClientWorld extends World {
debugging = false;
constructor(canvas: HTMLCanvasElement) {
super();
super("main_menu");
this.add_state("main_menu");
this.add_state("paused");
this.add_state("game");
this.canvas = canvas;
const ctx = canvas.getContext("2d");
@@ -52,41 +51,20 @@ export class ClientWorld extends World {
DebugUI.initialize(this.ctx);
const tilemap = new Entity("backgroundtiles");
tilemap.add(
new Tilemap(
AssetManager.instance.get("bworld:roguelike"),
16,
[],
2,
1,
),
);
this.add_entity(tilemap);
const player = create_player(this);
// UI !
const unpause_button = new Entity("unpausebutton");
unpause_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 - 80));
unpause_button.add(new UIButton("Unpause", 320, 64, () => this.paused = false));
this.add_entity(unpause_button);
const about_button = new Entity("aboutbutton");
about_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 + 80));
about_button.add(new UIButton("About", 320, 64, () => open_about()));
this.add_entity(about_button);
create_main_menu(this);
// Logic systems
this.add_system(new UIInteractionSystem());
this.add_system(new InventorySystem());
this.add_system(new PlayerControlsSystem(player));
this.add_system(new MovementSystem());
this.add_system(new UIInteractionSystem(), "main_menu");
this.add_system(new UIInteractionSystem(), "paused");
this.add_system(new InventorySystem(), "game");
this.add_system(new PlayerControlsSystem(), "game");
this.add_system(new MovementSystem(), "game");
// render systems
this.add_system(new RenderSystem(this.ctx));
this.add_system(new DebugSystem());
this.add_system(new TileEditorSystem());
this.add_system(new UIRenderSystem());
this.add_system(new RenderSystem(this.ctx), "game");
this.add_system(new DebugSystem(), "*");
this.add_system(new TileEditorSystem(), "game");
this.add_system(new UIRenderSystem(), "main_menu");
this.add_system(new UIRenderSystem(), "paused");
}
}
+38
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@@ -0,0 +1,38 @@
import { Entity } from "$/common/ecs/mod.ts";
import { Position } from "$/common/components/position.ts";
import { ClientWorld } from "./client_world.ts";
import { Tilemap } from "./components/tilemap.ts";
import { AssetManager } from "./assets.ts";
import { create_player } from "./player.ts";
import { UIButton } from "./components/ui_components.ts";
import { open_about } from "./about.ts";
export function start_game(world: ClientWorld) {
world.state = "game";
world.clear_entities();
const tilemap = new Entity("backgroundtiles");
tilemap.add(
new Tilemap(
AssetManager.instance.get("bworld:roguelike"),
16,
[],
2,
1,
),
);
world.add_entity(tilemap);
create_player(world);
// UI !
const unpause_button = new Entity("unpausebutton");
unpause_button.add(new Position(world.canvas.width / 2 - 150, world.canvas.height / 2 - 80));
unpause_button.add(new UIButton("Unpause", 320, 64, () => world.state = "paused"));
world.add_entity(unpause_button);
const about_button = new Entity("aboutbutton");
about_button.add(new Position(world.canvas.width / 2 - 150, world.canvas.height / 2 + 80));
about_button.add(new UIButton("About", 320, 64, () => open_about()));
world.add_entity(about_button);
}
+20
View File
@@ -0,0 +1,20 @@
import { Entity } from "$/common/ecs/mod.ts";
import { Position } from "$/common/components/position.ts";
import { ClientWorld } from "./client_world.ts";
import { UIButton } from "./components/ui_components.ts";
import { open_about } from "./about.ts";
import { start_game } from "./game.ts";
export function create_main_menu(world: ClientWorld) {
const canvas = world.canvas;
const play_button = new Entity("play");
play_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 - 80));
play_button.add(new UIButton("Play", 320, 64, () => start_game(world)));
world.add_entity(play_button);
const about_button = new Entity("aboutbutton");
about_button.add(new Position(canvas.width / 2 - 150, canvas.height / 2 + 80));
about_button.add(new UIButton("About", 320, 64, () => open_about()));
world.add_entity(about_button);
}
-4
View File
@@ -9,10 +9,6 @@ import { Sprite } from "../components/sprite.ts";
export class InventorySystem extends System {
update(world: ClientWorld, _delta: number): void {
if (world.paused) {
return;
}
for (const entity of world.get_entities()) {
const player_inventory = entity.get(PlayerInventory);
+10 -16
View File
@@ -1,4 +1,4 @@
import { Entity, System } from "$/common/ecs/mod.ts";
import { System } from "$/common/ecs/mod.ts";
import { Velocity } from "$/common/components/velocity.ts";
import { InputManager } from "../input_manager.ts";
import { AnimatedSprite } from "../components/sprite.ts";
@@ -9,21 +9,15 @@ import { Camera } from "../components/camera.ts";
import { Position } from "../../common/components/position.ts";
export class PlayerControlsSystem extends System {
player: Entity;
constructor(player: Entity) {
constructor() {
super();
this.player = player;
}
update(world: ClientWorld, _delta: number): void {
if (world.paused) {
return;
}
const velocity = this.player.get(Velocity)!;
const controls = this.player.get(PlayerControls)!;
const player_inventory = this.player.get(PlayerInventory)!;
const [player] = world.get_tag("player")!;
const velocity = player.get(Velocity)!;
const controls = player.get(PlayerControls)!;
const player_inventory = player.get(PlayerInventory)!;
if (InputManager.is_key_down(controls.move_left)) {
velocity.vx = -controls.move_speed;
@@ -41,7 +35,7 @@ export class PlayerControlsSystem extends System {
velocity.vy = 0;
}
const animated_sprite = this.player.get(AnimatedSprite)!;
const animated_sprite = player.get(AnimatedSprite)!;
if (
InputManager.is_key_down(controls.move_up) || InputManager.is_key_down(controls.move_down) ||
@@ -59,7 +53,7 @@ export class PlayerControlsSystem extends System {
}
if (InputManager.is_key_pressed(controls.open_inventory)) {
const inventory = this.player.get(PlayerInventory)!;
const inventory = player.get(PlayerInventory)!;
inventory.is_open = !inventory.is_open;
}
@@ -67,8 +61,8 @@ export class PlayerControlsSystem extends System {
world.debugging = !world.debugging;
}
const position = this.player.get(Position)!;
const camera = this.player.get(Camera)!;
const position = player.get(Position)!;
const camera = player.get(Camera)!;
camera.x = Math.round(position.x);
camera.y = Math.round(position.y);
-9
View File
@@ -7,15 +7,6 @@ import { InputManager } from "$/client/input_manager.ts";
export class UIInteractionSystem implements System {
update(world: ClientWorld, _delta: number) {
// TODO: dont like
if (InputManager.is_key_pressed("Escape")) {
world.paused = !world.paused;
}
if (!world.paused) {
return;
}
const mouse = InputManager.get_mouse_position();
for (const entity of world.get_entities()) {
-4
View File
@@ -12,10 +12,6 @@ export class UIRenderSystem implements System {
constructor() {}
update(world: ClientWorld, _delta: number) {
if (!world.paused) {
return;
}
const ctx = world.ctx;
ctx.save();
+57 -11
View File
@@ -2,33 +2,79 @@ import type { Entity } from "./entity.ts";
import type { System } from "./system.ts";
export class World {
entities = new Set<Entity>();
systems = new Set<System>();
tags = new Map<string, Entity[]>();
#entities = new Set<Entity>();
#entities_for_deletion = new Set<Entity>();
add_entity(entity: Entity) {
this.entities.add(entity);
#systems = new Map<string, Set<System>>();
#tags = new Map<string, Entity[]>();
#states = new Set<string>();
#state: string = "";
#new_state: string | undefined;
constructor(initial_state: string) {
this.#state = initial_state;
this.add_state("*");
}
add_system(system: System) {
this.systems.add(system);
add_state(new_state: string) {
this.#states.add(new_state);
this.#systems.set(new_state, new Set());
}
add_entity(entity: Entity) {
this.#entities.add(entity);
}
add_system(system: System, state: string) {
console.assert(this.#states.has(state));
this.#systems.get(state)!.add(system);
}
add_tag(tag: string, entities: Entity[]) {
this.tags.set(tag, entities);
this.#tags.set(tag, entities);
}
get_tag(tag: string) {
return this.tags.get(tag);
return this.#tags.get(tag);
}
update(delta: number) {
for (const system of this.systems) {
for (const system of this.#systems.get("*") ?? []) {
system.update(this, delta);
}
for (const system of this.#systems.get(this.#state) ?? []) {
system.update(this, delta);
}
// should be faster than Set.prototype.difference lol
for (const entity of this.#entities_for_deletion) {
this.#entities.delete(entity);
}
if (this.#new_state) {
this.#state = this.#new_state;
this.#new_state = undefined;
}
}
get_entities() {
return this.entities;
return this.#entities;
}
delete_entity(entity: Entity) {
this.#entities_for_deletion.add(entity);
}
clear_entities() {
for (const entity of this.#entities) {
this.#entities_for_deletion.add(entity);
}
}
get state() {
return this.#state;
}
set state(new_state: string) {
this.#new_state = new_state;
}
}