CabinGame/Luxe/blocks/human/human.wren

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import "luxe: io" for IO
import "luxe: world" for World, Entity, Modifiers, ModifierSystem, Transform, Sprite
import "math/vector" for Vector
import "math/util" for Util
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import "globals" for Globals
import "luxe: assets" for Strings
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import "luxe: input" for Input, MouseButton
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//User facing API
//This is what the user of your modifier will interact with
class Human {
static create(entity) { Modifiers.create(This, entity) }
static destroy(entity) { Modifiers.destroy(This, entity) }
static has(entity) { Modifiers.has(This, entity) }
static set_color(entity, color){
var data = Modifiers.get(This, entity)
data.color = color
if(Sprite.has(entity)){
Sprite.set_color(entity, color.r, color.g, color.b, color.a)
}
}
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static set_name(entity, name){
var data = Modifiers.get(This, entity)
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Strings.add(name)
data.name = name
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}
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static get_name(entity){
if(entity == 0 || !entity) return null
var data = Modifiers.get(This, entity)
return Strings.get(data.name)
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}
static get_color(entity){
if(entity == 0 || !entity) return null
var data = Modifiers.get(This, entity)
return data.color
}
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static get_adventure_count(entity){
if(entity == 0 || !entity) return null
var data = Modifiers.get(This, entity)
return data.adventure_count
}
static increase_adventure_count(entity){
var data = Modifiers.get(This, entity)
data.adventure_count = data.adventure_count + 1
}
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static get_active(entity){
if(entity == 0 || !entity) return null
var data = Modifiers.get(This, entity)
return data.active
}
static set_active(entity, active){
if(entity == 0 || !entity) return null
var data = Modifiers.get(This, entity)
data.active = active
}
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} //Human
//Your modifier system implementation.
//This speaks to the engine and your user facing API
//to do the actual work. You'll get notified when things change
//in the world and respond to them here.
class HumanSystem is ModifierSystem {
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player_start{[26, 89]}
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player_size{[10, 12]}
dictionaries{_dictionaries}
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construct new() {
//called when your system is first created.
_dictionaries = {}
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}
init(world) {
_world = world
//called when your modifier is created in a world
_material = Util.material_from_image_path("assets/wip/Human")
}
destroy() {
//called when your modifier is removed from a world
}
attach(entity, data) {
//called when attached to an entity
update()
}
detach(entity, data) {
//called when detached from an entity, like on destroy
update()
}
tick(delta) {
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if(World.tag_has(_world, "edit")) return
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//called usually once every frame.
//called when the world that this modifier lives in, is ticked
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each {|entity, data|
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if(!data.active) return
var mouse = Globals["GameMouse"]
var over = Sprite.contains(entity,mouse.x, mouse.y)
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if(over){
if(_hoverEnt != entity){
_hoverEnt = entity
Globals["Tooltip"].set(Strings.get(data.name), entity)
}
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}
if(!over && _hoverEnt == entity){
_hoverEnt = null
Globals["Tooltip"].clear(entity)
}
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}
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if(Input.mouse_state_pressed(MouseButton.left)){
var game = Globals["Game"]
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if(_hoverEnt){ //remove if statement to allow clicking away (probably needs extra code to allow ui clicking)
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game.focus.value = _hoverEnt
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}
}
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update() //optimisation: consider running this less often
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} //tick
update(){
var size = Vector.new(player_size)
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var pos = Vector.new(player_start) + size / 2
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each {|entity, data|
if(!data.active){
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if(Transform.has(entity))Transform.destroy(entity)
if(Sprite.has(entity))Sprite.destroy(entity)
} else {
if(!Transform.has(entity)){
Transform.create(entity)
}
if(!Sprite.has(entity)){
Sprite.create(entity, _material, 10, 12)
Sprite.set_color(entity, data.color.r, data.color.g, data.color.b, data.color.a)
}
Transform.set_pos(entity, pos.x, pos.y)
pos.x = pos.x + size.x
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}
}
}
} //HumanSystem
var Modifier = HumanSystem //required
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import "blocks/ui/ui" for Ui //import at the end in case of cyclic dependency