コード例 #1
0
ファイル: render.go プロジェクト: Lealen/engi
func (rs *RenderSystem) Update(entity *ecs.Entity, dt float32) {
	if !rs.changed {
		return
	}

	var render *RenderComponent
	var ok bool

	if render, ok = entity.ComponentFast(render).(*RenderComponent); !ok {
		return
	}

	rs.renders[render.priority] = append(rs.renders[render.priority], entity)
}
コード例 #2
0
ファイル: animation.go プロジェクト: Lealen/engi
func (a *AnimationSystem) Update(e *ecs.Entity, dt float32) {
	var (
		ac *AnimationComponent
		r  *RenderComponent
		ok bool
	)

	if ac, ok = e.ComponentFast(ac).(*AnimationComponent); !ok {
		return
	}
	if r, ok = e.ComponentFast(r).(*RenderComponent); !ok {
		return
	}

	ac.change += dt
	if ac.change >= ac.Rate {
		ac.NextFrame()
		r.SetDrawable(ac.Cell())
	}
}
コード例 #3
0
ファイル: collision.go プロジェクト: Lealen/engi
func (cs *CollisionSystem) Update(entity *ecs.Entity, dt float32) {
	var (
		space     *SpaceComponent
		collision *CollisionComponent
		ok        bool
	)

	if space, ok = entity.ComponentFast(space).(*SpaceComponent); !ok {
		return
	}

	if collision, ok = entity.ComponentFast(collision).(*CollisionComponent); !ok {
		return
	}

	if !collision.Main {
		return
	}

	var (
		otherSpace     *SpaceComponent
		otherCollision *CollisionComponent
	)

	for _, other := range cs.Entities() {
		if other.ID() != entity.ID() {
			if otherSpace, ok = other.ComponentFast(otherSpace).(*SpaceComponent); !ok {
				return
			}

			if otherCollision, ok = other.ComponentFast(otherCollision).(*CollisionComponent); !ok {
				return
			}

			entityAABB := space.AABB()
			offset := Point{collision.Extra.X / 2, collision.Extra.Y / 2}
			entityAABB.Min.X -= offset.X
			entityAABB.Min.Y -= offset.Y
			entityAABB.Max.X += offset.X
			entityAABB.Max.Y += offset.Y
			otherAABB := otherSpace.AABB()
			offset = Point{otherCollision.Extra.X / 2, otherCollision.Extra.Y / 2}
			otherAABB.Min.X -= offset.X
			otherAABB.Min.Y -= offset.Y
			otherAABB.Max.X += offset.X
			otherAABB.Max.Y += offset.Y
			if IsIntersecting(entityAABB, otherAABB) {
				if otherCollision.Solid && collision.Solid {
					mtd := MinimumTranslation(entityAABB, otherAABB)
					space.Position.X += mtd.X
					space.Position.Y += mtd.Y
				}

				Mailbox.Dispatch(CollisionMessage{Entity: entity, To: other})
			}
		}
	}
}
コード例 #4
0
ファイル: audio.go プロジェクト: Lealen/engi
func (as *AudioSystem) Update(entity *ecs.Entity, dt float32) {
	var ac *AudioComponent
	var ok bool
	if ac, ok = entity.ComponentFast(ac).(*AudioComponent); !ok {
		return
	}

	if ac.player == nil {
		f := Files.Sound(ac.File)
		if f == nil {
			return
		}

		var err error
		ac.player, err = NewPlayer(f, 0, 0)
		if err != nil {
			log.Println("Error initializing AudioSystem:", err)
			return
		}
	}

	if ac.player.State() != Playing {
		if ac.player.State() == Stopped {
			if !ac.Repeat {
				al.RewindSources(ac.player.source)
				al.StopSources(ac.player.source)
				entity.RemoveComponent(ac)
				return
			}
		}

		// Prepares if the track hasn't been buffered before.
		if err := ac.player.prepare(ac.Background, 0, false); err != nil {
			log.Println("Error initializing AudioSystem:", err)
			return
		}

		al.PlaySources(ac.player.source)

		if !ac.Background {
			var space *SpaceComponent
			var ok bool
			if space, ok = entity.ComponentFast(space).(*SpaceComponent); !ok {
				return
			}

			ac.player.source.SetPosition(al.Vector{
				(space.Position.X + space.Width/2) / Width(),
				(space.Position.Y + space.Height/2) / Height(),
				0})
		}
	}
}
コード例 #5
0
ファイル: mouse.go プロジェクト: Lealen/engi
// Update sets the MouseComponent values for each Entity
func (m *MouseSystem) Update(entity *ecs.Entity, dt float32) {
	var (
		mc     *MouseComponent
		space  *SpaceComponent
		render *RenderComponent
		ok     bool
	)

	// We need MouseComponent to save our findings
	if mc, ok = entity.ComponentFast(mc).(*MouseComponent); !ok {
		return
	}

	// We need SpaceComponent for the location
	if space, ok = entity.ComponentFast(space).(*SpaceComponent); !ok {
		return
	}

	// We need RenderComponent for the Priority
	if render, ok = entity.ComponentFast(render).(*RenderComponent); !ok {
		return
	}

	// Reset some values
	mc.Leave = false

	mx := m.mouseX
	my := m.mouseY

	// Special case: HUD
	if render.priority >= HUDGround {
		mx = Mouse.X
		my = Mouse.Y
	}

	// Check if the X-value is within range
	// and if the Y-value is within range
	if mx > space.Position.X && mx < (space.Position.X+space.Width) &&
		my > space.Position.Y && my < (space.Position.Y+space.Height) {

		mc.Enter = !mc.Hovered
		mc.Hovered = true

		switch Mouse.Action {
		case PRESS:
			mc.Clicked = true
			m.mouseDown = true
		case RELEASE:
			m.mouseDown = false
			mc.Dragged = false
			mc.Clicked = false
		case MOVE:
			if m.mouseDown {
				mc.Dragged = true
			}
		}
	} else {
		if mc.Hovered {
			mc.Leave = true
		}
		mc.Enter = false
		mc.Hovered = false
		mc.Dragged = false
	}
}