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https://github.com/OpenDiablo2/OpenDiablo2
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* component ID's are dynamically allocated now * removed `akara.BaseComponent` member from components * component declarations drastically reduced
75 lines
1.7 KiB
Go
75 lines
1.7 KiB
Go
package d2systems
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import (
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"time"
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"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
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"github.com/gravestench/akara"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
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)
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const (
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logPrefixMovementSystem = "Movement System"
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)
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// static check that MovementSystem implements the System interface
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var _ akara.System = &MovementSystem{}
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// MovementSystem handles entity movement based on velocity and position components
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type MovementSystem struct {
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akara.BaseSubscriberSystem
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*d2util.Logger
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d2components.PositionFactory
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d2components.VelocityFactory
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movableEntities *akara.Subscription
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}
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// Init initializes the system with the given world
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func (m *MovementSystem) Init(world *akara.World) {
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m.World = world
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m.Logger = d2util.NewLogger()
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m.SetPrefix(logPrefixMovementSystem)
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m.Info("initializing ...")
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positionID := m.RegisterComponent(&d2components.Position{})
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velocityID := m.RegisterComponent(&d2components.Velocity{})
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m.Position = m.GetComponentFactory(positionID)
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m.Velocity = m.GetComponentFactory(velocityID)
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movable := m.NewComponentFilter().Require(
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&d2components.Position{},
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&d2components.Velocity{},
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).Build()
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m.movableEntities = m.AddSubscription(movable)
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}
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// Update positions of all entities with their velocities
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func (m *MovementSystem) Update() {
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entities := m.movableEntities.GetEntities()
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for entIdx := range entities {
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m.move(entities[entIdx])
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}
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}
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func (m *MovementSystem) move(id akara.EID) {
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position, found := m.GetPosition(id)
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if !found {
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return
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}
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velocity, found := m.GetVelocity(id)
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if !found {
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return
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}
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s := float64(m.World.TimeDelta) / float64(time.Second)
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position.Vector.Add(velocity.Vector.Clone().Scale(s))
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}
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