from survival import esper from survival.components.movement_component import MovementComponent from survival.components.moving_component import MovingComponent from survival.components.position_component import PositionComponent from survival.components.sprite_component import SpriteComponent class MovementSystem(esper.Processor): def __init__(self): self.map = None def process(self, dt): for ent, (mov, pos, moving, sprite) in self.world.get_components(MovementComponent, PositionComponent, MovingComponent, SpriteComponent): pos.position[0] += moving.direction_vector[0] * mov.speed * dt / 100 pos.position[1] += moving.direction_vector[1] * mov.speed * dt / 100 if abs(moving.target[0] * 32 - pos.position[0]) < 0.1 * mov.speed and abs( pos.position[1] - moving.target[1] * 32) < 0.1 * mov.speed: pos.position = [moving.target[0] * 32, moving.target[1] * 32] self.world.remove_component(ent, MovingComponent) # if moving.direction[0] != 0: # pos.position[0] += moving.direction[0] * mov.speed * dt / 100 # if abs(moving.movement_target[0] * 32 - pos.position[0]) < 0.1 * mov.speed: # pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32] # self.world.remove_component(ent, MovingComponent) # else: # pos.position[1] += moving.direction[1] * mov.speed * dt / 100 # if abs(pos.position[1] - moving.movement_target[1] * 32) < 0.1 * mov.speed: # pos.position = [moving.movement_target[0] * 32, moving.movement_target[1] * 32] # self.world.remove_component(ent, MovingComponent)