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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_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('Tileset',
:origin,
:tileset,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('Hitbox',
:rec,
offset_x: 0,
offset_y: 0)
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::Tileset.new(
tileset: lancelot,
dest_rec: 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: 1000,
acceleration: 1000,
max_speed: 300,
),
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(0,0,16,20),
offset_x: 4,
offset_y: 4
),
)
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
input_x = 0
input_y = 0
movement_cmp = ent.component[FECS::Cmp::Movement]
if Rl.key_down? 87 # UP W
#velocity_cmp.y += movement_cmp.acceleration
input_y += 1.0
#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
input_y -= 1.0
#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
input_x += 1.0
#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
input_x -= 1.0
#velocity_cmp.x = [velocity_cmp.x,
# (-movement_cmp.max_speed - movement_cmp.deceleration)].max
end
# Normalize input
input_mag = Math.sqrt((input_x**2) + (input_y**2))
unless input_mag.zero?
input_x /= input_mag
input_y /= input_mag
# Add normalized speed
velocity_cmp.x += input_x * movement_cmp.acceleration * Rl.frame_time
velocity_cmp.y += input_y * movement_cmp.acceleration * Rl.frame_time
# Get magnitude
velocity_mag = Math.sqrt((velocity_cmp.x**2) + (velocity_cmp.y**2))
velocity_x_mag = velocity_cmp.x / velocity_mag
velocity_y_mag = velocity_cmp.y / velocity_mag
if velocity_mag > movement_cmp.max_speed
velocity_cmp.x = velocity_x_mag * movement_cmp.max_speed
velocity_cmp.y = velocity_y_mag * movement_cmp.max_speed
end
else
velocity_mag = Math.sqrt((velocity_cmp.x**2) + (velocity_cmp.y**2))
# If going slower then deceleration
if velocity_mag <= (movement_cmp.deceleration * Rl.frame_time)
# Set to 0
velocity_cmp.x = 0
velocity_cmp.y = 0
else
velocity_x_mag = velocity_cmp.x / velocity_mag
velocity_y_mag = velocity_cmp.y / velocity_mag
# Add deceleration
velocity_cmp.x -= velocity_x_mag * movement_cmp.deceleration * Rl.frame_time
velocity_cmp.y -= velocity_y_mag * movement_cmp.deceleration * Rl.frame_time
end
end
end,
FECS::Sys.new('Walls') do
player = FECS::Cmp::Player.first.entity
player_hitbox = player.component[FECS::Cmp::Hitbox]
FECS::Cmp::Hitbox.each do |hitbox|
next if player_hitbox.equal? hitbox
if player_hitbox.collide_with_rec? hitbox
end
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::Tileset]
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
y_vel = player.component[FECS::Cmp::Velocity].y.abs
x_vel = player.component[FECS::Cmp::Velocity].x.abs
vel = Math.sqrt(x_vel**2 + y_vel**2)
movement = player.component[FECS::Cmp::Movement]
frame = player.component[FECS::Cmp::Tileset].tileset.frame
max_speed = (movement.max_speed)
Rl.draw_text(text: "x max: #{"%.1f" % max_speed}", x: 500, y: 0, font_size: 30, color: BLACK)
Rl.draw_text(text: "animation frame: #{"%.2f" % frame}", x: 500, y: 30, font_size: 30, color: BLACK)
Rl.draw_text(text: "x vel: #{"%.1f" % x_vel}", x: 500, y: 60, font_size: 30, color: BLACK)
Rl.draw_text(text: "y vel: #{"%.1f" % y_vel}", x: 500, y: 90, font_size: 30, color: BLACK)
Rl.draw_text(text: "n vel: #{"%.1f" % vel}", x: 500, y: 120, font_size: 30, color: BLACK)
end,
FECS::Sys.new('Render') do
FECS::Cmp::Tileset.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.tileset.texture,
origin: sprite_cmp.origin,
source_rec: sprite_cmp.tileset.rec,
dest_rec: sprite_cmp.dest_rec,
tint: sprite_cmp.tint,
rotation: sprite_cmp.rotation)
end
end,
FelECS::Sys.new('DebugRenderHitbox') do
FECS::Cmp::Hitbox.each do |hitbox|
hitbox.rec.draw(color: BLACK)
hitbox.rec.draw_lines(line_thick: 2, color: BLUE)
end
end
)
FelECS::Order.sort(
FECS::Sys::PlayerInput,
FECS::Sys::Movement,
FECS::Sys::ApplyPositionToSprite,
FECS::Sys::Render,
FECS::Sys::ShowSpeed,
)
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