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FECS::Cmp.new('CurrentLevel', level: -1)
CurrentLevel = FECS::Cmp::CurrentLevel.new
Levels = []
# First level
level0 = {
player_spawn: Rl::Vector2.new(120,300),
scissor_size: Path.new(
lambda do |time|
[300,
300]
end
),
scissor_path: Path.new(
lambda do |time|
[Math.bezier([200, 200, 1183, 200],time)-150,
Math.bezier([200, 1183, 200, 200],time)-150]
end
),
end_goal: Rl::Rectangle.new(40,40,10,10),
walls: [
[250,250, 250,150],
[350,200, 050,350],
[070,470, 200,200],
[350,200, 050,350],
[470,470, 200,020]
],
}
Levels.push(level0)
FECS::Sys.new('ConstructLevel') do
FECS::Sys::DestroyLevel.call
level = Levels[CurrentLevel.level]
level[:walls].each do |wall|
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(*wall),
offset_x: 0,
offset_y: 0
)
end
# use current_level component to know which level from levels array to load
# create entities e.g. walls
# set properties for scissor box
# set properties for end goal zone
# move player to start
end
FECS::Sys.new('DestroyLevel') do
# delete all level specific entities and their components
# dont delete entities that carry over to next level
end
# changing the level will destroy the current level and set up the next one
FECS::Sys::ConstructLevel.trigger_when_is_changed(CurrentLevel, :level)
#FECS::Sys::DestroyLevel.trigger_when_is_changed(CurrentLevel, :level)
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