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Move the logic to mainloop

This commit is contained in:
Pabloader 2026-05-03 08:57:31 +00:00
parent 1c22edaac1
commit 90bac08e0b
4 changed files with 73 additions and 75 deletions

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@ -10,13 +10,7 @@ the attacker/source that CombatSystem folds into the final damage value.
RNG layer on top of damage calculation (crit chance, crit multiplier, random range).
### Rendering
- Sprite rendering system.
- Generic, use `resourceId` to link image.
- `framesCount`
- `currentFrame`
- `animationSpeed`
- Animation support for sprites.
- Different display systems
- TextDisplay
- BrickDisplay
- Canvas
- [x] TextDisplay
- [ ] BrickDisplay
- [ ] Canvas

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@ -8,4 +8,4 @@ export class Position extends Component<{ x: number, y: number, z: number }> {
}
}
export const getPosition = (entity: Entity) => entity.get(Position)?.state;
export const getPosition = (entity?: Entity, key?: string) => entity?.get(Position, key)?.state;

View File

@ -3,7 +3,7 @@ import Input from '@common/input';
import { Inventory } from '@common/rpg/components/inventory';
import { Item } from '@common/rpg/components/item';
import { Position } from '@common/rpg/components/position';
import { Entity, System, World } from '@common/rpg/core/world';
import { World } from '@common/rpg/core/world';
import { TextDisplaySystem } from '@common/rpg/systems/render/text';
import { nextFrame } from '@common/utils';
import './assets/style.css';
@ -11,47 +11,37 @@ import { Direction, getOppositeDirection, MAP_HEIGHT, MAP_WIDTH, MAP_X, MAP_Y, R
import { getPossibleRoomsCount, getRoom, getRoomsCount, getRoomsForLayer, getMapRoomChar, Room, Door } from './room';
import { createPlayer, Player } from './player';
let lastMove = Date.now();
class GameSystem extends System {
private readonly display = new TextDisplay();
private room: Entity | undefined;
private player: Entity | undefined;
export default async function main() {
const world = new World();
const display = new TextDisplay();
world.addSystem(new TextDisplaySystem(display));
override onAdd(world: World) {
world.addSystem(new TextDisplaySystem(this.display));
display.drawTextInBox(8, 11, 'Use arrow keys to move\nSHIFT to run\nSPACE to activate\nAWOO!', { fg: Color.CYAN });
this.display.drawTextInBox(8, 11, 'Use arrow keys to move\nSHIFT to run\nSPACE to activate\nAWOO!', { fg: Color.CYAN });
this.room = getRoom(world, 0, 0, 0);
const room = this.room?.get(Room);
if (room) {
let roomEntity = getRoom(world, 0, 0, 0);
let room = roomEntity?.get(Room);
if (!room) {
throw new Error('No room found');
}
room.onEnter();
this.player = createPlayer(world, (room.x + room.width / 2) | 0, (room.y + room.height / 2) | 0);
}
const playerEntity = createPlayer(world, (room.x + room.width / 2) | 0, (room.y + room.height / 2) | 0);
const player = playerEntity.get(Player);
if (!player) {
throw new Error('No player found');
}
override update(world: World) {
this.handleInput(world);
this.drawRoom();
this.drawMap(world);
this.drawInfo(world);
}
private drawRoom() {
const room = this.room?.get(Room);
function drawRoom() {
if (!room) return;
this.display.drawBox(ROOM_AREA_X, ROOM_AREA_Y, ROOM_AREA_WIDTH - 2, ROOM_AREA_HEIGHT - 2, { fill: [' '] });
this.display.drawBox(room.x, room.y, room.width, room.height, { fill: ['.', Color.GRAY] });
display.drawBox(ROOM_AREA_X, ROOM_AREA_Y, ROOM_AREA_WIDTH - 2, ROOM_AREA_HEIGHT - 2, { fill: ' ' });
display.drawBox(room.x, room.y, room.width, room.height, { fill: ['.', Color.GRAY] });
}
private drawMap(world: World) {
if (!this.room) return;
this.display.drawBox(MAP_X, MAP_Y, MAP_WIDTH - 2, MAP_HEIGHT - 2, { fill: [' '], title: 'Map' });
const worldPos = this.room.get(Position, 'world');
function drawMap() {
display.drawBox(MAP_X, MAP_Y, MAP_WIDTH - 2, MAP_HEIGHT - 2, { fill: [' '], title: 'Map' });
const worldPos = roomEntity.get(Position, 'world');
const centerX = worldPos ? worldPos.state.x - MAP_X - MAP_WIDTH / 2 : 0;
const centerY = worldPos ? worldPos.state.y - MAP_Y - MAP_HEIGHT / 2 : 0;
const worldZ = worldPos ? worldPos.state.z : 0;
@ -65,31 +55,27 @@ class GameSystem extends System {
if (x > MAP_X && x < MAP_X + MAP_WIDTH - 1 && y > MAP_Y && y < MAP_Y + MAP_HEIGHT - 1) {
const char = getMapRoomChar(room);
this.display.setChar(x, y, [char, room === this.room ? Color.YELLOW : Color.WHITE]);
display.setChar(x, y, [char, room === roomEntity ? Color.YELLOW : Color.WHITE]);
}
}
}
private drawInfo(world: World) {
if (!this.room || !this.player) return;
const worldPos = this.room.get(Position, 'world');
function drawInfo() {
const worldPos = roomEntity.get(Position, 'world');
const coords = worldPos ? `${worldPos.state.x},${worldPos.state.y},${worldPos.state.z}`.padStart(9) : '0,0,0';
const foundRooms = getRoomsCount(world);
const totalRooms = getPossibleRoomsCount(world);
const rooms = `${foundRooms}/${totalRooms}${foundRooms === totalRooms ? '' : '+'}`.padStart(coords.length - 2);
const inv = this.player.get(Inventory);
const inv = playerEntity.get(Inventory);
const foundItems = inv ? Object.values(inv.state.slots).length : 0;
const totalItems = Array.from(world.query(Item)).length;
const items = `${foundItems}/${totalItems}`.padStart(coords.length - 2);
this.display.drawTextInBox(0, 0, `Pos: ${coords}\nRooms: ${rooms}\nItems: ${items}`, { fg: Color.YELLOW, title: 'Info' });
display.drawTextInBox(0, 0, `Pos: ${coords}\nRooms: ${rooms}\nItems: ${items}`, { fg: Color.YELLOW, title: 'Info' });
}
private handleInput(world: World) {
const player = this.player?.get(Player);
let room = this.room?.get(Room);
if (!player || !room) return;
let lastMove = Date.now();
function handleInput() {
if (!room || !player) return;
Input.updateKeys();
const isSpacePressed = Input.isPressed(Input.KeyCode.SPACE);
@ -122,17 +108,17 @@ class GameSystem extends System {
}
if (moved) {
const activatedDoor = room.getActivatedDoor(newX, newY)?.get(Door);
const activatedDoor = room.getActivatedDoor(newX, newY);
if (activatedDoor) {
const shouldTravel = ![Direction.UP, Direction.DOWN].includes(activatedDoor.direction) || isSpacePressed;
if (shouldTravel) {
room.onLeave();
this.room = getRoom(world, activatedDoor.worldX, activatedDoor.worldY, activatedDoor.worldZ);
room = this.room.get(Room);
roomEntity = getRoom(world, activatedDoor.worldX, activatedDoor.worldY, activatedDoor.worldZ);
room = roomEntity.get(Room);
if (!room) return;
room.onEnter();
const oppositeDoor = room.doors[getOppositeDirection(activatedDoor.direction)]?.get(Door);
const oppositeDoor = room.getDoor(getOppositeDirection(activatedDoor.direction));
if (oppositeDoor) {
switch (activatedDoor.direction) {
@ -181,15 +167,15 @@ class GameSystem extends System {
player.y = newY;
}
}
}
export default async function main() {
const world = new World();
world.addSystem(new GameSystem());
while (true) {
const dt = await nextFrame();
handleInput();
drawRoom();
drawMap();
drawInfo();
world.update(dt);
}
}

View File

@ -10,7 +10,7 @@ import { spawnItem } from "./item";
import { Resources } from "@common/rpg/utils/resources";
import { TextRegion } from "@common/display/text";
type IDoors = [Entity?, Entity?, Entity?, Entity?, Entity?, Entity?];
type IDoors = [string?, string?, string?, string?, string?, string?];
@component
export class Room extends Component<{ doors: IDoors }> {
@ -45,8 +45,11 @@ export class Room extends Component<{ doors: IDoors }> {
get doors() {
return this.state.doors;
}
getActivatedDoor(px: number, py: number): Entity | undefined {
return this.state.doors.find((door) => {
getActivatedDoor(px: number, py: number): Door | undefined {
const id = this.state.doors.find((doorId) => {
if (!doorId) return false;
const door = this.entity.world.getEntity(doorId);
const doorPos = door?.get(Position);
if (!doorPos) return false;
@ -56,14 +59,24 @@ export class Room extends Component<{ doors: IDoors }> {
const { x, y } = doorPos.state;
return px === x - dx && py === y - dy;
});
if (!id) return undefined;
return this.entity.world.getEntity(id)?.get(Door);
}
getDoor(direction: Direction): Door | undefined {
const id = this.doors[direction];
if (!id) return undefined;
return this.entity.world.getEntity(id)?.get(Door);
}
onEnter() {
this.doors.forEach(door => door?.remove(Hidden));
this.doors.forEach(doorId => doorId && this.entity.world.getEntity(doorId)?.remove(Hidden));
}
onLeave() {
this.doors.forEach(door => door?.add(new Hidden()));
this.doors.forEach(doorId => doorId && this.entity.world.getEntity(doorId)?.add(new Hidden()));
}
}
@ -110,7 +123,7 @@ interface IRoomBlank {
const roomId = (worldX: number, worldY: number, worldZ: number) => `room_${worldX}_${worldY}_${worldZ}`;
const createDoor = (world: World, x: number, y: number, direction: Direction, worldX: number, worldY: number, worldZ: number): Entity => {
const createDoor = (world: World, x: number, y: number, direction: Direction, worldX: number, worldY: number, worldZ: number): string => {
const door = world.createEntity('door_*');
door.add(new Position(x, y));
door.add(new Position(worldX, worldY, worldZ), 'world');
@ -121,7 +134,7 @@ const createDoor = (world: World, x: number, y: number, direction: Direction, wo
if (spr) {
door.add(new Position((-spr.width / 2) | 0, (-spr.height / 2) | 0), 'offset');
}
return door;
return door.id;
}
const generateDoors = (world: World, { x, y, width, height, worldX, worldY, worldZ }: IRoomBlank): IDoors => {
@ -195,8 +208,12 @@ const generateItems = (world: World, { x, y, width, height, doors }: IRoomBlank)
}
const hasObjectAt = (x: number, y: number) =>
doors.flat().filter(x => x != null).map(getPosition).some((d) => d?.x === x && d.y === y) ||
items.map(getPosition).some((i) => i?.x === x && i.y === y);
doors
.filter(x => x != null)
.map((id) => getPosition(world.getEntity(id)))
.some((d) => d?.x === x && d.y === y)
|| items.map((i) => getPosition(i))
.some((i) => i?.x === x && i.y === y);
const oneDoor = doors.filter((d) => Boolean(d)).length === 1;
@ -258,9 +275,10 @@ export const getPossibleRoomsCount = (world: World) => {
for (const room of rooms) {
const roomComp = room.get(Room);
roomComp?.state.doors.forEach((d) => {
const worldPos = d?.get(Position, 'world');
if (!d) return;
const worldPos = getPosition(world.getEntity(d) ,'world');
if (worldPos) {
const id = roomId(worldPos.state.x, worldPos.state.y, worldPos.state.z);
const id = roomId(worldPos.x, worldPos.y, worldPos.z);
roomsSet.add(id);
}
});