Add player/model components + input/render systems

This commit is contained in:
Matt Low 2020-01-24 13:16:21 +04:00
parent e38b538a1e
commit 6fb664adaf
4 changed files with 120 additions and 0 deletions

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package com.me.asteroids.components;
import com.badlogic.gdx.math.Polygon;
import com.me.common.ecs.Component;
public class ModelComponent extends Component {
public Polygon model;
}

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package com.me.asteroids.components;
import com.me.common.ecs.Component;
public class PlayerComponent extends Component {
// TODO: implement engine feature for tagging entities (as player, for e.g.)
}

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package com.me.asteroids.systems;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.glutils.ShapeRenderer;
import com.badlogic.gdx.math.Polygon;
import com.badlogic.gdx.math.Vector2;
import com.me.asteroids.Graphics;
import com.me.asteroids.components.ModelComponent;
import com.me.asteroids.components.PositionComponent;
import com.me.common.ecs.Entity;
import com.me.common.ecs.EntitySystem;
public class ModelRenderSystem extends EntitySystem {
private ShapeRenderer renderer;
public ModelRenderSystem(Graphics graphics) {
super(ModelComponent.class, PositionComponent.class);
this.renderer = graphics.getShapeRenderer();
}
@Override
public void preProcessing() {
renderer.setColor(Color.WHITE);
renderer.begin(ShapeRenderer.ShapeType.Line);
}
@Override
public void processEntity(Entity entity, float dt) {
ModelComponent modelComponent = entity.getComponent(ModelComponent.class);
PositionComponent positionComponent = entity.getComponent(PositionComponent.class);
Polygon model = modelComponent.model;
Vector2 position = positionComponent.position;
float rotation = positionComponent.rotation;
model.setPosition(position.x, position.y);
model.setRotation(rotation - 90);
renderer.polygon(model.getTransformedVertices());
}
@Override
public void postProcessing() {
renderer.end();
}
}

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package com.me.asteroids.systems;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.math.Vector2;
import com.me.asteroids.Utils;
import com.me.asteroids.components.AccelerationComponent;
import com.me.asteroids.components.PlayerComponent;
import com.me.asteroids.components.PositionComponent;
import com.me.asteroids.components.VelocityComponent;
import com.me.common.ecs.Entity;
import com.me.common.ecs.EntitySystem;
public class PlayerInputSystem extends EntitySystem {
public Vector2 tmp = new Vector2(0, 1);
public PlayerInputSystem() {
super(
PositionComponent.class,
VelocityComponent.class,
AccelerationComponent.class,
PlayerComponent.class
);
}
@Override
public void processEntity(Entity entity, float dt) {
PositionComponent positionComponent = entity.getComponent(PositionComponent.class);
VelocityComponent velocityComponent = entity.getComponent(VelocityComponent.class);
AccelerationComponent accelComponent = entity.getComponent(AccelerationComponent.class);
if (Gdx.input.isKeyPressed(Input.Keys.D)) {
positionComponent.rotation = Utils.rotate(positionComponent.rotation, -5);
}
if (Gdx.input.isKeyPressed(Input.Keys.A)) {
positionComponent.rotation = Utils.rotate(positionComponent.rotation, 5);
}
Vector2 acceleration = accelComponent.acceleration;
Vector2 velocity = velocityComponent.velocity;
if (Gdx.input.isKeyPressed(Input.Keys.W)) {
acceleration.set(Utils.setUnitVectorAngle(tmp, positionComponent.rotation).scl(500));
} else {
if (!velocity.isZero(1f)) {
acceleration.set(Utils.setUnitVectorAngleRad(tmp, velocity.angleRad()).scl(-100));
} else {
acceleration.set(0, 0);
}
}
}
}