FECS::Cmp.new('Player') FECS::Cmp.new('Velocity', x: 0, y: 0) FECS::Cmp.new('Position', x: 0, y: 0) FECS::Cmp.new('Movement', deceleration: 3, acceleration: 8, max_speed: 15) FECS::Cmp.new('Sprite', :texture, :origin, :source_rect, :dest_rect, :rotation, :tint) FECS::Cmp.new('SpriteSheet', :origin, :tileset, :dest_rect, :rotation, :tint) FECS::Cmp.new('Hp', value: 0) lancelot = Tileset.new(texture: Rl::Texture.new('./assets/lancelot_.png')) 8.times do |x| lancelot.frames.push Rl::Rectangle.new((24 * x), 0, 24, 24) end @player = FECS::Ent.new( FECS::Cmp::Player.new, FECS::Cmp::Position.new, FECS::Cmp::Velocity.new, #FECS::Cmp::Sprite.new( # texture: Rl::Texture.new('./assets/lancelot_.png'), # source_rect: Rl::Rectangle.new(0,0,24,24), # dest_rect: Rl::Rectangle.new(0,0,48,48), # origin: Rl::Vector2.new(0,0), # tint: Rl::Color.new(255,255,255,255), # rotation: 0 #), FECS::Cmp::SpriteSheet.new( tileset: lancelot, dest_rect: Rl::Rectangle.new(0,0,48,48), origin: Rl::Vector2.new(0,0), tint: Rl::Color.new(255,255,255,255), rotation: 0 ), FECS::Cmp::Movement.new( deceleration: 2.25, acceleration: 3, max_speed: 300, ), ) FECS::Stg.add(FECS::Scn.new('Play')) FECS::Scn::Play.add( FECS::Sys.new('PlayerInput') do ent = FECS::Cmp::Player.first.entity velocity_cmp = ent.component[FECS::Cmp::Velocity] #velocity_cmp.x = 0 #velocity_cmp.y = 0 movement_cmp = ent.component[FECS::Cmp::Movement] if Rl.key_down? 87 # UP W velocity_cmp.y += movement_cmp.acceleration velocity_cmp.y = [velocity_cmp.y, (movement_cmp.max_speed + movement_cmp.deceleration)].min end if Rl.key_down? 83 # DOWN S velocity_cmp.y -= movement_cmp.acceleration velocity_cmp.y = [velocity_cmp.y, (-movement_cmp.max_speed - movement_cmp.deceleration)].max end if Rl.key_down? 65 # LEFT A velocity_cmp.x += movement_cmp.acceleration velocity_cmp.x = [velocity_cmp.x, (movement_cmp.max_speed + movement_cmp.deceleration)].min end if Rl.key_down? 68 # RIGHT D velocity_cmp.x -= movement_cmp.acceleration velocity_cmp.x = [velocity_cmp.x, (-movement_cmp.max_speed - movement_cmp.deceleration)].max end if velocity_cmp.x > (movement_cmp.deceleration) velocity_cmp.x -= movement_cmp.deceleration elsif velocity_cmp.x < (-movement_cmp.deceleration) velocity_cmp.x += movement_cmp.deceleration else velocity_cmp.x = 0 end if velocity_cmp.y > (movement_cmp.deceleration) velocity_cmp.y -= movement_cmp.deceleration elsif velocity_cmp.y < (-movement_cmp.deceleration) velocity_cmp.y += movement_cmp.deceleration else velocity_cmp.y = 0 end end, FECS::Sys.new('Movement') do FECS::Cmp::Velocity.each do |velocity_cmp| ent = velocity_cmp.entity position_component = ent.component[FECS::Cmp::Position] movement_cmp = ent.component[FECS::Cmp::Movement] position_component.x += velocity_cmp.x * Rl.frame_time position_component.y += velocity_cmp.y * Rl.frame_time end end, FECS::Sys.new('ApplyPositionToSprite') do FECS::Cmp::Position.each do |position_cmp| sprite = position_cmp.entity.component[FECS::Cmp::SpriteSheet] sprite.tileset.step(4 * Rl.frame_time) if sprite sprite.origin.x = position_cmp.x sprite.origin.y = position_cmp.y end end end, FECS::Sys.new('ShowSpeed') do player = FECS::Cmp::Player.first.entity player_accel = player.component[FECS::Cmp::Velocity].x movement = player.component[FECS::Cmp::Movement] frame = player.component[FECS::Cmp::SpriteSheet].tileset.frame max_speed = (movement.max_speed) Rl.draw_text(text: "x vel: #{"%.1f" % player_accel}", x: 500, y: 0, font_size: 30, color: BLACK) Rl.draw_text(text: "x max: #{"%.1f" % max_speed}", x: 500, y: 30, font_size: 30, color: BLACK) Rl.draw_text(text: "animation frame: #{"%.2f" % frame}", x: 500, y: 60, font_size: 30, color: BLACK) end, FECS::Sys.new('Render') do #FECS::Cmp::SpriteSheet.each do |sprite_cmp| # Rl.draw_texture_pro(texture: sprite_cmp.texture, # origin: sprite_cmp.origin, # source_rect: sprite_cmp.source_rect, # dest_rect: sprite_cmp.dest_rect, # tint: sprite_cmp.tint, # rotation: sprite_cmp.rotation) #end FECS::Cmp::SpriteSheet.each do |sprite_cmp| Rl.draw_texture_pro(texture: sprite_cmp.tileset.texture, origin: sprite_cmp.origin, source_rect: sprite_cmp.tileset.rect, dest_rect: sprite_cmp.dest_rect, tint: sprite_cmp.tint, rotation: sprite_cmp.rotation) end end, ) FelECS::Order.sort( FECS::Sys::PlayerInput, FECS::Sys::Movement, FECS::Sys::ApplyPositionToSprite, FECS::Sys::Render, )