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|
FECS::Cmp.new('Player',
moved: false,
state: 'standing',
state_direction: 'right',
state_frame: 0)
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('OverhangTexture',
:texture,
:origin,
:source_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('Hitbox',
:rec,
offset_x: 0,
offset_y: 0)
FECS::Cmp.new('Hp',
value: 0,
invincible_timer: 0.1,
max_invincible_time: 2)
FECS::Cmp.new('Input',
move_right: false,
move_left: false,
move_up: false,
move_down: false,
show_debug: false,
)
FECS::Cmp.new('ScissorBox',
:rec)
FECS::Cmp.new('ScissorTime',
:time)
FECS::Cmp.new('TimedRender',
:path,
:texture,
:origin,
:source_rec,
:dest_rec,
:rotation,
:tint)
FECS::Cmp.new('DamageHitbox',
:rec,
damage: 1,
offset_x: 0,
offset_y: 0)
FECS::Cmp.new('EndGoal', :rec)
#ScissorPath = Path.new(
# lambda do |time|
# [Math.bezier([200, 200, 1183, 200],time)-150,
# Math.bezier([200, 1183, 200, 200],time)-150]
# end
#)
#FECS::Cmp::ScissorBox.new(rec: Rl::Rectangle.new(200,200,250,250))
FECS::Cmp::ScissorTime.new(time: 0)
EndGoal = FECS::Cmp::EndGoal.new
Input = FECS::Cmp::Input.new
PlayerTileset = Tileset.new(texture: Rl::Texture.new('./assets/lancelot_.png'))
PlayerAnimations = {
standing_left: [], standing_right:[],
running_left: [], running_right:[],
turning_right: [], turning_left:[],
}
#lancelot.frames.push Rl::Rectangle.new((24 * x), 24*2, 24, 24)
4.times do |x|
PlayerAnimations[:turning_left].push Rl::Rectangle.new((24 * x), 24*3, 24, 24)
end
4.times do |x|
PlayerAnimations[:turning_right].push Rl::Rectangle.new((24 * x) + 24*4, 24*3, 24, 24)
end
4.times do |x|
PlayerAnimations[:standing_right].push Rl::Rectangle.new((24 * x), 24*0, 24, 24)
end
4.times do |x|
PlayerAnimations[:standing_left].unshift Rl::Rectangle.new((24 * x) + 24*4, 24*0, 24, 24)
end
4.times do |x|
PlayerAnimations[:running_right].push Rl::Rectangle.new((24 * x), 24*2, 24, 24)
end
4.times do |x|
PlayerAnimations[:running_left].unshift Rl::Rectangle.new((24 * x) + 24*4, 24*2, 24, 24)
end
PlayerTileset.frames = PlayerAnimations[:standing_right]
FECS::Cmp::Sprite.new(
texture: Rl::Texture.new('./assets/mapinit.png'),
source_rec: Rl::Rectangle.new(0,0,448,336),
dest_rec: Rl::Rectangle.new(0,0,448*2,336*2)
)
FECS::Cmp::OverhangTexture.new(
texture: Rl::Texture.new('./assets/mapinit-overhang.png'),
source_rec: Rl::Rectangle.new(0,0,140,220),
dest_rec: Rl::Rectangle.new(0,0,140*2,220*2)
)
=begin
MovingHitbox1 = FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(150,50,35,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
MovingHitbox2 = FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(50,50,35,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(250,250,250,150),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(350,200,50,350),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(70,470,200,200),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
FECS::Cmp::Hitbox.new(
rec: Rl::Rectangle.new(470,470,200,200),
offset_x: 0,#4*2,
offset_y: 0#4*2
)
=end
Player = FECS::Ent.new(
FECS::Cmp::Player.new,
FECS::Cmp::Hp.new(value: 100, max_invincible_time: 2),
FECS::Cmp::Position.new(x: 120, y: 300),
FECS::Cmp::Velocity.new,
FECS::Cmp::Tileset.new(
tileset: PlayerTileset,
dest_rec: Rl::Rectangle.new(0,0,24*2,24*2),
origin: Rl::Vector2.new(0,0),
tint: Rl::Color.new(255,255,255,255),
rotation: 0
),
FECS::Cmp::Movement.new(
deceleration: 2500,
acceleration: 1000,
max_speed: 400,
),
FECS::Cmp::Hitbox.new(
#rec: Rl::Rectangle.new(0,0,16*2,20*2),
rec: Rl::Rectangle.new(0,0,16*2,10*2),
offset_x: 4*2,
offset_y: 14*2
),
)
FECS::Stg.add(FECS::Scn.new('Play'))
FECS::Scn::Play.add(
FECS::Sys.new('PlayerInput') do
Input.move_up = Rl.key_down? 87 # W
Input.move_left = Rl.key_down? 65 # A
Input.move_down = Rl.key_down? 83 # S
Input.move_right = Rl.key_down? 68 # D
Input.show_debug = Rl.key_down? 80 # P
if Rl.key_pressed? 82
FECS::Sys::ConstructLevel.call
end
end,
FECS::Sys.new('PlayerMovement') 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 Input.move_up
input_y -= 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_down
input_y += 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_left
input_x -= 1.0
ent.component[FECS::Cmp::Player].moved = true
end
if Input.move_right
input_x += 1.0
ent.component[FECS::Cmp::Player].moved = true
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
Helper.decelerate(velocity_cmp, movement_cmp)
#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
#MovingHitbox1.rec.x = (Math.sin(Rl.time) * 300) + 250 + 50
#MovingHitbox2.rec.x = (Math.sin(Rl.time) * 300) + 150 + 50
player = FECS::Cmp::Player.first.entity
player_hitbox = player.component[FECS::Cmp::Hitbox]
position_cmp = player.component[FECS::Cmp::Position]
velocity_cmp = player.component[FECS::Cmp::Velocity]
step = Rl::Rectangle.new(
position_cmp.x + (velocity_cmp.x * Rl.frame_time) + player_hitbox.offset_x,
position_cmp.y + (velocity_cmp.y * Rl.frame_time) + player_hitbox.offset_y,
player_hitbox.rec.width,
player_hitbox.rec.height
)
FECS::Cmp::Hitbox.each do |hitbox|
next if hitbox.equal? player_hitbox
if step.collide_with_rec? hitbox.rec
intersection = step.collision_rec hitbox.rec
#left collision
if intersection.width < intersection.height
# Colliding right/left
# if x equal push right
if intersection.x.equal? step.x
#position_cmp.x += intersection.width + (velocity_cmp.x * Rl.frame_time)
#move blue.width + blue.x
position_cmp.x = hitbox.rec.x + hitbox.rec.width - player_hitbox.offset_x
velocity_cmp.x = 0 if velocity_cmp.x.negative?# && !Input.move_right
#if !((Input.move_up ^ Input.move_down) || Input.move_right)
# Helper.decelerate(
# velocity_cmp,
# player.component[FECS::Cmp::Movement]
# )
#end
# else push left
else
#position_cmp.x -= intersection.width - (velocity_cmp.x * Rl.frame_time)
#move blue.x - green.width
position_cmp.x = hitbox.rec.x - player_hitbox.rec.width - player_hitbox.offset_x
velocity_cmp.x = 0 if velocity_cmp.x.positive?# && !Input.move_left
#if !((Input.move_up ^ Input.move_down) || Input.move_left)
# Helper.decelerate(
# velocity_cmp,
# player.component[FECS::Cmp::Movement]
# )
#end
end
if !(Input.move_up ^ Input.move_down)
Helper.decelerate(
velocity_cmp,
player.component[FECS::Cmp::Movement]
)
end
elsif intersection.height < intersection.width
# Colliding up/down
# if y equal push down
if intersection.y.equal? step.y
#position_cmp.y += intersection.height + (velocity_cmp.y * Rl.frame_time)
position_cmp.y = hitbox.rec.y + hitbox.rec.height - player_hitbox.offset_y
#set to blue.y + blue.height
# else push up
velocity_cmp.y = 0 if velocity_cmp.y.negative?
else
#position_cmp.y -= intersection.height - (velocity_cmp.y * Rl.frame_time)
position_cmp.y = hitbox.rec.y - player_hitbox.rec.height - player_hitbox.offset_y
#set to blue.y - green.height
velocity_cmp.y = 0 if velocity_cmp.y.positive?
end
if !(Input.move_left ^ Input.move_right)
Helper.decelerate(
velocity_cmp,
player.component[FECS::Cmp::Movement]
)
end
else
# Tunneled into a hitbox
# Dont allow movement
if (player_hitbox.rec.width.equal? hitbox.rec.width) && (player_hitbox.rec.height.equal? hitbox.rec.height)
velocity_cmp.x = 0
velocity_cmp.y = 0
end
end
end
end
end,
FECS::Sys.new('Damage') do
player = FECS::Cmp::Player.first.entity
player_hitbox = player.component[FECS::Cmp::Hitbox]
hp_cmp = player.component[FECS::Cmp::Hp]
next if hp_cmp.value <= 0
if hp_cmp.invincible_timer >= 0
hp_cmp.invincible_timer -= Rl.frame_time
else
scissor_path = Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
if Rl::Rectangle.new(scissor_path[0], scissor_path[1], scissor_size[0], scissor_size[1]).collide_with_rec?(player_hitbox.rec)
FECS::Cmp::DamageHitbox.each do |dmg_hitbox|
if player_hitbox.rec.collide_with_rec?(dmg_hitbox.rec)
hp_cmp.value -= dmg_hitbox.damage
hp_cmp.invincible_timer = hp_cmp.max_invincible_time
puts "oof -#{dmg_hitbox.damage} hp"
puts "hp: #{hp_cmp.value}"
if hp_cmp.value <= 0
puts 'ded'
end
break
end
end
else
hp_cmp.value -= 1
hp_cmp.invincible_timer = hp_cmp.max_invincible_time
puts "oof -#{1} hp"
puts "hp: #{hp_cmp.value}"
if hp_cmp.value <= 0
puts 'ded'
end
end
end
end,
FECS::Sys.new('AnimationStateMachine') do
player = FECS::Cmp::Player.first
ent = player.entity
tileset_cmp = ent.component[FECS::Cmp::Tileset]
y_vel = ent.component[FECS::Cmp::Velocity].y
x_vel = ent.component[FECS::Cmp::Velocity].x
velocity_mag = Math.sqrt((x_vel**2) + (y_vel**2))
# if took damaged
if player.state == 'damaged'
#
# else
else
# if velocity opposite of direction
if ((x_vel.positive?) && (player.state_direction == 'left')) || ((x_vel.negative?) && (player.state_direction == 'right'))
# change to changing_direction
if player.state == 'changing_direction'
PlayerTileset.frame = 1
else
player.state = 'changing_direction'
# reset frame
PlayerTileset.frame = 0
end
if player.state_direction == 'right'
player.state_direction = 'left'
PlayerTileset.frames = PlayerAnimations[:turning_left]
else
player.state_direction = 'right'
PlayerTileset.frames = PlayerAnimations[:turning_right]
end
# elsif changing direction
elsif player.state == 'changing_direction'
# if reached end of frames
turn_speed = 8
if tileset_cmp.tileset.frame + (turn_speed * Rl.frame_time) > PlayerTileset.frames.length
if player.state_direction == 'right'
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_right]
else
# change to standing
player.state = 'standing'
PlayerTileset.frames = PlayerAnimations[:standing_left]
end
# reset frame
PlayerTileset.frame = 0
# else
else
# increment
tileset_cmp.tileset.step(turn_speed * Rl.frame_time)
# end
end
# elsif standing
elsif player.state == 'standing'
# if velocity
if velocity_mag >= 0.1
# change to running
player.state = 'running'
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:running_right]
else
PlayerTileset.frames = PlayerAnimations[:running_left]
end
PlayerTileset.frame = 0
# else
else
# increment frame
#player.state_frame +=
tileset_cmp.tileset.step(5.0 * Rl.frame_time)
#player.state_frame %= tileset.frames.length
# end
end
# elsif running
elsif player.state == 'running'
# if no velocity
if velocity_mag < 0.1
# change to standing
player.state = 'standing'
if player.state_direction == 'right'
PlayerTileset.frames = PlayerAnimations[:standing_right]
else
PlayerTileset.frames = PlayerAnimations[:standing_left]
end
PlayerTileset.frame = 0
# else
else
# increment frame
tileset_cmp.tileset.step((velocity_mag*0.04) * Rl.frame_time)
# end
end
# end
end
# 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|
ent = position_cmp.entity
sprite = ent.component[FECS::Cmp::Tileset]
hitbox = ent.component[FECS::Cmp::Hitbox]
if sprite
sprite.dest_rec.x = position_cmp.x
sprite.dest_rec.y = position_cmp.y
hitbox.rec.x = position_cmp.x + hitbox.offset_x
hitbox.rec.y = position_cmp.y + hitbox.offset_y
end
end
end,
FECS::Sys.new('CheckEndGoal') do
player_hitbox = Player.component[FECS::Cmp::Hitbox].rec
if EndGoal.rec.collide_with_rec? player_hitbox
puts 'you\'re winner'
end
end,
FECS::Sys.new('ShowSpeed') do
if Input.show_debug
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: "speed: #{"%.1f" % vel}", x: 10, y: 10, font_size: 30, color: WHITE)
Rl.draw_text(text: "fps: #{Rl.fps}", x: 10, y: 40, font_size: 30, color: WHITE)
Rl.draw_text(text: "mouse x: #{Rl.mouse_x}", x: 10, y: 70, font_size: 30, color: WHITE)
Rl.draw_text(text: "mouse y: #{Rl.mouse_y}", x: 10, y: 100, font_size: 30, color: WHITE)
Rl.draw_text(text: "path time: #{"%.2f" % FECS::Cmp::ScissorTime.first.time}", x: 10, y: 130, font_size: 30, color: WHITE)
end
end,
FECS::Sys.new('Scissor') do
player_ent = FECS::Cmp::Player.first.entity
if player_ent.component[FECS::Cmp::Player].moved
if FECS::Cmp::ScissorTime.first.time < Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
FECS::Cmp::ScissorTime.first.time += Rl.frame_time * Levels[CurrentLevel.level][:scissor_speed][FECS::Cmp::ScissorTime.first.time.to_i]
if FECS::Cmp::ScissorTime.first.time >= Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
FECS::Cmp::ScissorTime.first.time = Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
end
else
FECS::Cmp::ScissorTime.first.time = Levels[CurrentLevel.level][:scissor_path].paths.length - 0.00001
end
end
end,
FECS::Sys.new('TimedRender') do
# check level > timed_render
# if it is time > check if texture exists
# create if not
# end
# render it
level = Levels[CurrentLevel.level]
time = FECS::Cmp::ScissorTime.first.time
level[:timed_render].each do |timed_render|
if time >= timed_render[:time_start]
if (time < timed_render[:time_end]) || (timed_render[:time_end] < 0)
result = FECS::Cmp::TimedRender.find do |n|
n.path.equal? timed_render[:path]
end
Rl.draw_texture_pro(texture: result.texture,
origin: Rl::Vector2.new(0,0),
source_rec: result.source_rec,
dest_rec: result.dest_rec)
end
end
end
end,
FECS::Sys.new('Render') do
#scissor_path = Levels[CurrentLevel.level][:scissor_path].call((Rl.time/8) % 1)
#scissor_size = Levels[CurrentLevel.level][:scissor_size].call((Rl.time/8) % 1)
scissor_path = Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
Rl::Rectangle.new(scissor_path[0], scissor_path[1], scissor_size[0], scissor_size[1]).draw(color: Rl::Color.new(52,52,64,255))
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)
Rl.scissor_mode(
x: scissor_path[0],
y: scissor_path[1],
width: scissor_size[0],
height: scissor_size[1]) do
FECS::Cmp::Sprite.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.texture,
origin: Rl::Vector2.new(0,0),
source_rec: sprite_cmp.source_rec,
dest_rec: sprite_cmp.dest_rec)
end
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
FECS::Cmp::OverhangTexture.each do |sprite_cmp|
Rl.draw_texture_pro(texture: sprite_cmp.texture,
origin: Rl::Vector2.new(0,0),
source_rec: sprite_cmp.source_rec,
dest_rec: sprite_cmp.dest_rec)
end
if Input.show_debug
Rl.draw_text(text: "speed: #{"%.1f" % vel}", x: 10, y: 10, font_size: 30, color: BLACK)
Rl.draw_text(text: "fps: #{Rl.fps}", x: 10, y: 40, font_size: 30, color: BLACK)
Rl.draw_text(text: "mouse x: #{Rl.mouse_x}", x: 10, y: 70, font_size: 30, color: BLACK)
Rl.draw_text(text: "mouse y: #{Rl.mouse_y}", x: 10, y: 100, font_size: 30, color: BLACK)
Rl.draw_text(text: "path time: #{"%.2f" % FECS::Cmp::ScissorTime.first.time}", x: 10, y: 130, font_size: 30, color: BLACK)
end
end
if Input.show_debug
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
end,
FelECS::Sys.new('DebugRenderHitbox') do
scissor_path = Levels[CurrentLevel.level][:scissor_path].call(FECS::Cmp::ScissorTime.first.time)
scissor_size = Levels[CurrentLevel.level][:scissor_size].call(FECS::Cmp::ScissorTime.first.time)
if Input.show_debug
Rl.scissor_mode(
x: scissor_path[0],
y: scissor_path[1],
width: scissor_size[0],
height: scissor_size[1]) do
FECS::Cmp::Hitbox.each do |hitbox|
#hitbox.rec.draw(color: BLACK)
hitbox.rec.draw_lines(line_thick: 2, color: BLUE)
end
end
end
if Input.show_debug
faded_blue = Rl::Color.new(0,121,241,30)
FECS::Cmp::Hitbox.each do |hitbox|
#hitbox.rec.draw(color: BLACK)
hitbox.rec.draw_lines(line_thick: 2, color: faded_blue)
end
end
Rl::Rectangle.new(scissor_path[0]-1, scissor_path[1]-1, scissor_size[0]+1, scissor_size[1]+1).draw_lines(line_thick: 3, color: RED)
end
)
CurrentLevel.level = 0
FelECS::Order.sort(
FECS::Sys::PlayerInput,
FECS::Sys::PlayerMovement,
FECS::Sys::Walls,
FECS::Sys::Damage,
FECS::Sys::Movement,
FECS::Sys::AnimationStateMachine,
FECS::Sys::ApplyPositionToSprite,
# Render debug text
FECS::Sys::ShowSpeed,
# Renders things for levels outside of scissor
FECS::Sys::TimedRender,
# Renders any other game element
FECS::Sys::Render,
# Renders the debug hitboxes
FECS::Sys::DebugRenderHitbox,
)
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