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 import "globals" for Globals import "luxe: assets" for Strings //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) } } static set_name(entity, name){ var data = Modifiers.get(This, entity) var id = Strings.add(name) System.print("Setting name of %(entity) to %(name) via string id of %(id).") //data.name = id } } //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 { player_start{[26, 89]} player_size{[10, 12]} construct new() { //called when your system is first created. } 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) { //called usually once every frame. //called when the world that this modifier lives in, is ticked each {|entity, data| if(!data.active) return var mouse = Globals["GameMouse"] var over = Sprite.contains(entity,mouse.x, mouse.y) if(over && _hoverEnt != entity){ _hoverEnt = entity Globals["Tooltip"].set(Strings.get(data.name), entity) } if(!over && _hoverEnt == entity){ _hoverEnt = null Globals["Tooltip"].clear(entity) } } } //tick update(){ var size = Vector.new(player_size) var pos = Vector.new(player_start) + size / 2 each {|entity, data| if(!data.active){ Transform.destroy(entity) Sprite.destroy(entity) return } 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, 1) } Transform.set_pos(entity, pos.x, pos.y) pos.x = pos.x + size.x } } } //HumanSystem var Modifier = HumanSystem //required