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move.go
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move.go
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package systems
import (
"math"
"github.com/hajimehoshi/ebiten/v2"
gc "github.com/kijimaD/ruins/lib/components"
ec "github.com/kijimaD/ruins/lib/engine/components"
w "github.com/kijimaD/ruins/lib/engine/world"
"github.com/kijimaD/ruins/lib/resources"
ecs "github.com/x-hgg-x/goecs/v2"
)
func MoveSystem(world w.World) {
gameComponents := world.Components.Game.(*gc.Components)
var pos *gc.Position
var spriteRender *ec.SpriteRender
world.Manager.Join(
gameComponents.Position,
gameComponents.Player,
gameComponents.SpriteRender,
).Visit(ecs.Visit(func(entity ecs.Entity) {
pos = gameComponents.Position.Get(entity).(*gc.Position)
spriteRender = gameComponents.SpriteRender.Get(entity).(*ec.SpriteRender)
}))
// オブジェクトの位置関係によっては、進めないこともある。そのときに戻す用
originalX := pos.X
originalY := pos.Y
const speed = 3
// 元の画像を0度(時計の12時の位置スタート)として、何度回転させるか
switch {
// Right
case ebiten.IsKeyPressed(ebiten.KeyD) || ebiten.IsKeyPressed(ebiten.KeyArrowRight):
pos.X += speed
pos.Angle = math.Pi / 2
if ebiten.IsKeyPressed(ebiten.KeyW) {
pos.Y -= speed
pos.Angle = math.Pi / 4
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
pos.Y += speed
pos.Angle = 3 * math.Pi / 4
}
// Down
case ebiten.IsKeyPressed(ebiten.KeyS) || ebiten.IsKeyPressed(ebiten.KeyArrowDown):
pos.Y += speed
pos.Angle = math.Pi
if ebiten.IsKeyPressed(ebiten.KeyA) {
pos.X -= speed
pos.Angle = 5 * math.Pi / 4
}
if ebiten.IsKeyPressed(ebiten.KeyD) {
pos.X += speed
pos.Angle = 3 * math.Pi / 4
}
// Left
case ebiten.IsKeyPressed(ebiten.KeyA) || ebiten.IsKeyPressed(ebiten.KeyArrowLeft):
pos.X -= speed
pos.Angle = 3 * math.Pi / 2
if ebiten.IsKeyPressed(ebiten.KeyW) {
pos.Y -= speed
pos.Angle = 7 * math.Pi / 4
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
pos.Y += speed
pos.Angle = 5 * math.Pi / 4
}
// Up
case ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeyArrowUp):
pos.Y -= speed
pos.Angle = math.Pi * 2
if ebiten.IsKeyPressed(ebiten.KeyA) {
pos.X -= speed
pos.Angle = 7 * math.Pi / 4
}
if ebiten.IsKeyPressed(ebiten.KeyD) {
pos.X += speed
pos.Angle = math.Pi / 4
}
}
// 衝突判定して、衝突していれば元の位置に戻す
// 2つの矩形を比較して、重複する部分があれば衝突とみなす
{
sprite := spriteRender.SpriteSheet.Sprites[spriteRender.SpriteNumber]
x1 := float64(pos.X - sprite.Width/2)
x2 := float64(pos.X + sprite.Width/2)
y1 := float64(pos.Y - sprite.Height/2)
y2 := float64(pos.Y + sprite.Height/2)
world.Manager.Join(
gameComponents.SpriteRender,
gameComponents.BlockPass,
gameComponents.Player.Not(),
).Visit(ecs.Visit(func(entity ecs.Entity) {
switch {
case entity.HasComponent(gameComponents.Position):
objectPos := gameComponents.Position.Get(entity).(*gc.Position)
objectSpriteRender := gameComponents.SpriteRender.Get(entity).(*ec.SpriteRender)
objectSprite := spriteRender.SpriteSheet.Sprites[objectSpriteRender.SpriteNumber]
objectx1 := float64(objectPos.X - objectSprite.Width/2)
objectx2 := float64(objectPos.X + objectSprite.Width/2)
objecty1 := float64(objectPos.Y - objectSprite.Height/2)
objecty2 := float64(objectPos.Y + objectSprite.Height/2)
if (math.Max(x1, objectx1) < math.Min(x2, objectx2)) && (math.Max(y1, objecty1) < math.Min(y2, objecty2)) {
// 衝突していれば元の位置に戻す
pos.X = originalX
pos.Y = originalY
}
case entity.HasComponent(gameComponents.GridElement):
objectGrid := gameComponents.GridElement.Get(entity).(*gc.GridElement)
objectSpriteRender := gameComponents.SpriteRender.Get(entity).(*ec.SpriteRender)
objectSprite := spriteRender.SpriteSheet.Sprites[objectSpriteRender.SpriteNumber]
x := int(objectGrid.Row) * sprite.Width
y := int(objectGrid.Col) * sprite.Height
objectx1 := float64(x)
objectx2 := float64(x + objectSprite.Width)
objecty1 := float64(y)
objecty2 := float64(y + objectSprite.Height)
if (math.Max(x1, objectx1) < math.Min(x2, objectx2)) && (math.Max(y1, objecty1) < math.Min(y2, objecty2)) {
// 衝突していれば元の位置に戻す
pos.X = originalX
pos.Y = originalY
}
}
}))
}
{
// カメラの追従
var camera *gc.Camera
var cPos *gc.Position
world.Manager.Join(
gameComponents.Camera,
gameComponents.Position,
).Visit(ecs.Visit(func(entity ecs.Entity) {
camera = gameComponents.Camera.Get(entity).(*gc.Camera)
cPos = gameComponents.Position.Get(entity).(*gc.Position)
}))
cPos.X = pos.X
cPos.Y = pos.Y
// ズーム率変更
// 参考: https://ebitengine.org/ja/examples/isometric.html
var scrollY float64
if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) {
scrollY = -0.25
} else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) {
scrollY = 0.25
} else {
_, scrollY = ebiten.Wheel()
if scrollY < -1 {
scrollY = -1
} else if scrollY > 1 {
scrollY = 1
}
}
camera.ScaleTo += scrollY * (camera.ScaleTo / 7)
// Clamp target zoom level.
if camera.ScaleTo < 0.01 {
camera.ScaleTo = 0.01
} else if camera.ScaleTo > 100 {
camera.ScaleTo = 100
}
// Smooth zoom transition.
div := 10.0
if camera.ScaleTo > camera.Scale {
camera.Scale += (camera.ScaleTo - camera.Scale) / div
} else if camera.ScaleTo < camera.Scale {
camera.Scale -= (camera.Scale - camera.ScaleTo) / div
}
}
padding := 20
gameResources := world.Resources.Game.(*resources.Game)
levelWidth := gameResources.Level.Width()
levelHeight := gameResources.Level.Height()
// +1/-1 is to stop player before it reaches the border
if pos.X >= levelWidth-padding {
pos.X = levelWidth - padding - 1
}
if pos.X <= padding {
pos.X = padding + 1
}
if pos.Y >= levelHeight-padding {
pos.Y = levelHeight - padding - 1
}
if pos.Y <= padding {
pos.Y = padding + 1
}
// タイルイベントを発行する
{
gameResources := world.Resources.Game.(*resources.Game)
entity := gameResources.Level.AtEntity(pos.X, pos.Y)
if entity.HasComponent(gameComponents.Warp) {
gameResources.StateEvent = resources.StateEventWarpNext
}
}
}