示例#1
0
文件: main.go 项目: kirbywarp/rogue
/*
CreateMap creates a new map region entity and returns it
*/
func CreateMap(db *engine.EntityDB) engine.Entity {
	retval := db.New("map")

	// Register a chunk generator on the map
	emap := db.Get(retval, "map").(*base.EntityMap)
	emap.RegisterChunkGenerator(NewStoneFieldGenerator(db, .05))

	return retval
}
示例#2
0
func RegisterTypes(db *engine.EntityDB) {
	db.Register("ai", CreateAI, CloneAI)
	db.Register("art", CreateArt, CloneArt)
	db.Register("position", CreatePosition, ClonePosition)
	db.Register("movement", CreateMovement, CloneMovement)
	db.Register("map", CreateEntityMap, CloneEntityMap)
	db.Register("health", CreateHealth, CloneHealth)
	db.Register("attack", CreateAttack, CloneAttack)
}
示例#3
0
文件: main.go 项目: kirbywarp/rogue
/*
RenderMapAt draws a portion of the map centered at the given entity
*/
func RenderMapAt(db *engine.EntityDB, eid engine.Entity) {
	width, height := termbox.Size()

	pos := db.Get(eid, "position").(*base.Position)
	emap := db.Get(pos.R, "map").(*base.EntityMap)

	for y := 0; y < height; y++ {
		py := pos.Y + int64(y-height/2)
		for x := 0; x < width; x++ {
			px := pos.X + int64(x-width/2)

			// Search for the highest entity on the map in the same general layer
			//  as the passed entity that can be drawn.  This will need to be more
			//  formal in the future (not hardcoded knowing the player is on z level
			//  1, tiles are on z level 0, and the bat at z level 2)
			topArt := &base.Art{}
			for i := int64(1); i >= -1; i-- {
				entity := emap.Get(px, py, pos.Z+i)
				if db.Has(entity, "art") {
					topArt = db.Get(entity, "art").(*base.Art)
					break
				}
			}

			// And draw the found art, which will be an empty black square
			//  if nothing was found
			Draw(x, height-1-y, topArt.Symbol, topArt.Fg, topArt.Bg)
		}
	}
	termbox.Flush()
}
示例#4
0
文件: main.go 项目: kirbywarp/rogue
func NewStoneFieldGenerator(db *engine.EntityDB, fill float64) *StoneFieldGenerator {
	grass := db.New()
	db.Set(grass, "art", base.NewArt('.', 0, 1, 0, 0, 0, 0))
	stone := db.New()
	db.Set(stone, "art", base.NewArt('#', .7, .7, .7, 0, 0, 0))
	return &StoneFieldGenerator{stone: stone, grass: grass, fill: fill}
}
示例#5
0
文件: main.go 项目: kirbywarp/rogue
func (ai *FollowAI) Act(db *engine.EntityDB, eid engine.Entity) {
	epos := db.Get(eid, "position").(*base.Position)
	tpos := db.Get(ai.Target, "position").(*base.Position)

	dx, dy := int64(0), int64(0)
	if epos.X > tpos.X+1 || epos.X < tpos.X-1 {
		dx = int64(math.Copysign(1, float64(tpos.X-epos.X)))
	}
	if epos.Y > tpos.Y+1 || epos.Y < tpos.Y-1 {
		dy = int64(math.Copysign(1, float64(tpos.Y-epos.Y)))
	}

	// Since the bat is situated at z-level 2, it will never find
	// a wall with art symbol '#' at one level below, so this move
	// function still allows the bat to fly over stones! ^_^
	// Hence the "+1" for the z; so the bat stays one level above
	//  the player.
	base.HelperMove(db, eid, dx, dy, tpos.Z-epos.Z+1)
}
示例#6
0
/*
HelperPlace puts an entity on to the map at a particular position
*/
func HelperPlace(db *engine.EntityDB, eid engine.Entity, r engine.Entity, x, y, z int64) {
	if !db.Has(r, "map") {
		return
	}

	db.Get(r, "map").(*EntityMap).Set(x, y, z, eid)
	pos := db.Create(eid, "position").(*Position)
	pos.R, pos.X, pos.Y, pos.Z = r, x, y, z
}
示例#7
0
/*
SystemMove applies makes every entity with movement try to move in the map
*/
func SystemMove(db *engine.EntityDB) {
	for _, eid := range db.Search("movement", "position") {
		pos := db.Get(eid, "position").(*Position)
		mov := db.Get(eid, "movement").(*Movement)
		emap := db.Get(pos.R, "map").(*EntityMap)

		// Prevent entities from moving on top of each other, temporarily
		if emap.Get(pos.X+mov.Dx, pos.Y+mov.Dy, pos.Z+mov.Dz) != 0 {
			continue
		}

		// Move and update the map
		emap.Set(pos.X, pos.Y, pos.Z, 0)
		pos.X += mov.Dx
		pos.Y += mov.Dy
		pos.Z += mov.Dz
		emap.Set(pos.X, pos.Y, pos.Z, eid)
	}
}
示例#8
0
/*
HelperMove validates an entity's attempt to move and sets the entity's
movement component appropriately.  Returns true if the entity could move
*/
func HelperMove(db *engine.EntityDB, eid engine.Entity, dx, dy, dz int64) bool {
	if !db.Has(eid, "movement", "position") {
		return false
	}

	pos := db.Get(eid, "position").(*Position)
	emap := db.Get(pos.R, "map").(*EntityMap)
	mov := db.Get(eid, "movement").(*Movement)

	// TODO: fix layer system and make it real.
	// Check the entities in the layer beneath the move target
	// to see if the entity is a wall (with art symbol '#')
	target := emap.Get(pos.X+dx, pos.Y+dy, pos.Z+dz-1)
	if db.Has(target, "art") && db.Get(target, "art").(*Art).Symbol == '#' {
		mov.Dx = 0
		mov.Dy = 0
		mov.Dz = 0
		return false
	}

	// Move can be done!
	mov.Dx = dx
	mov.Dy = dy
	mov.Dz = dz
	return true
}
示例#9
0
/*
SystemAct allows each entity with an AI to attempt to act
*/
func SystemAct(db *engine.EntityDB) {
	for _, eid := range db.Search("ai", "position") {
		ai := db.Get(eid, "ai").(*AI)
		ai.Controller.Act(db, eid)
	}
}