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Copy pathrender_system.go
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37 lines (33 loc) · 906 Bytes
/
Copy pathrender_system.go
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37 lines (33 loc) · 906 Bytes
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package main
import (
"log/slog"
"math"
"time"
)
func ProcessRenderables(g *Game, level *Level) {
for _, result := range g.World.Query(g.WorldTags["renderables"]) {
pos := result.Components[positions].(*Position)
node := result.Components[renderables].(*Renderable)
node.Image.GetNode().SetPosition(float32(pos.X), float32(pos.Z), float32(pos.Y))
level.mu.Lock()
if level.PlayerVisible.IsVisible(pos.X, pos.Y) {
node.Image.SetVisible(true)
} else {
node.Image.SetVisible(false)
}
level.mu.Unlock()
}
}
func animateDeath(renderable *Renderable) {
maxAnimTime := time.Now().Add(1 * time.Second)
var i int
for t := range time.Tick(10 * time.Millisecond) {
i++
if t.After(maxAnimTime) {
slog.Info("passed max anim time")
break
}
renderable.Image.GetNode().SetRotationY(float32(2*i) * math.Pi * 2 / 100)
}
renderable.Image.GetNode().SetRotationX(math.Pi / 2)
}