Remove multiple colliders, add spatial index component
This commit is contained in:
@@ -24,7 +24,7 @@ typedef double f64;
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#define DEBUG_MODE
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#ifndef DEBUG_MODE
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#undef BZ_ASSERT
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#define BZ_ASSERT(e) BZ_UNUSDE(x)
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#define BZ_ASSERT(e) BZ_UNUSED(x)
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#endif
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#define BZ_UNUSED(x) (void)(x)
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@@ -10,19 +10,25 @@
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BzTileMap BZ_TILEMAP_INVALID = {.isValid = false};
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void bzTileLayerSkipRender(BzTileMap *map, BzTileLayer *layer) {
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BZ_UNUSED(map);
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BZ_UNUSED(layer);
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}
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void bzTileObjectGroupSkipRender(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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BZ_UNUSED(map);
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BZ_UNUSED(objectGroup);
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}
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BzTileLayerRenderFunc BZ_TILE_LAYER_SKIP_RENDER = bzTileLayerSkipRender;
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BzTileObjectGroupRenderFunc BZ_TILE_OBJECTS_SKIP_RENDER = bzTileObjectGroupSkipRender;
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bool bzTileLayerClear(BzTileMap *map, BzTileLayer *layer) {
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BZ_UNUSED(map);
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BZ_UNUSED(layer);
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return true;
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}
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bool bzTileObjectsClear(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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BZ_UNUSED(map);
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BZ_UNUSED(objectGroup);
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return true;
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}
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@@ -106,12 +112,20 @@ static void handleTileObjectLayer(BzTileObjectGroup *layer, cute_tiled_layer_t *
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}
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static void updateColliders(BzTileMap *map, i32 startX, i32 startY, i32 endX, i32 endY) {
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BZ_ASSERT(map->colliderMap);
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BZ_ASSERT(startX >= 0 && endX <= map->width &&
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startY >= 0 && endY <= map->height);
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for (i32 y = startY; y < endY; y++) {
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for (i32 x = startX; x < endX; x++) {
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map->colliderMap[y * map->width + x] = (BzTileShape){.type=BZ_TILE_SHAPE_NONE};
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}
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}
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// Top-most layer takes priority
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for (i32 i = map->layerCount - 1; i >= 0; i--) {
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BzTileLayer *layer = map->layers + i;
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if (!layer->desc.applyColliders) continue;
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if (!layer->data) continue;
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if (layer->tilesetIdx == -1) continue;
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BzTileset *tileset = map->tilesets + layer->tilesetIdx;
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@@ -125,15 +139,9 @@ static void updateColliders(BzTileMap *map, i32 startX, i32 startY, i32 endX, i3
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tilesetShape.x += layer->offsetX;
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tilesetShape.y += layer->offsetY;
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i32 colliderIdx = y * map->width + x;
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BzTileCollider *collider = map->colliderMap + colliderIdx;
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for (i32 sIdx = 0; sIdx < BZ_MAP_COLLIDER_DEPTH; sIdx++) {
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BzTileShape *shape = collider->shapes + sIdx;
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if (shape->type == BZ_TILE_SHAPE_NONE) {
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*shape = tilesetShape;
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break;
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}
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BzTileShape *shape = &map->colliderMap[y * map->width + x];
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if (shape->type == BZ_TILE_SHAPE_NONE) {
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*shape = tilesetShape;
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}
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}
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}
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@@ -141,17 +149,12 @@ static void updateColliders(BzTileMap *map, i32 startX, i32 startY, i32 endX, i3
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}
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static void createColliders(BzTileMap *map) {
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map->collidersCount = map->width * map->height;
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map->colliderMap = bzAlloc(map->collidersCount * sizeof(*map->colliderMap));
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for (i32 i = 0; i < map->collidersCount; i++) {
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map->colliderMap[i] = (BzTileCollider) {{BZ_TILE_SHAPE_NONE}};
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}
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map->colliderMap = bzAlloc(map->width * map->height * sizeof(*map->colliderMap));
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updateColliders(map, 0, 0, map->width, map->height);
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}
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BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
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BzTileMap map = {};
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BzTileMap map = {.backgroundColor=BLACK};
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// Auto detect tileset count.
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for (i32 i = 0; i < BZ_MAP_MAX_TILESETS; i++) {
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if (!desc->tilesets[i].isValid)
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@@ -181,8 +184,8 @@ BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
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for (i32 i = 0; i < BZ_MAP_MAX_LAYERS; i++) {
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const BzTileLayerDesc *layerDesc = desc->layers + i;
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const BzTileObjectsDesc *objectsDesc = desc->objectGroups + i;
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if (layerDesc->name && strcmp(layerDesc->name, cuteLayer->name.ptr) == 0 ||
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objectsDesc->name && strcmp(objectsDesc->name, cuteLayer->name.ptr) == 0) {
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if ((layerDesc->name && strcmp(layerDesc->name, cuteLayer->name.ptr) == 0) ||
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(objectsDesc->name && strcmp(objectsDesc->name, cuteLayer->name.ptr) == 0)) {
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slot = i;
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break;
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} else if (!layerDesc->name && !objectsDesc->name) {
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@@ -254,7 +257,8 @@ BzTileMap bzTileMapCreate(const BzTileMapDesc *desc) {
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}
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cute_tiled_free_map(cuteMap);
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createColliders(&map);
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if (desc->generateColliderMap)
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createColliders(&map);
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map.isValid = true;
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return map;
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@@ -279,7 +283,6 @@ void bzTileMapDestroy(BzTileMap *map) {
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}
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bzFree(map->colliderMap);
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map->collidersCount = 0;
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*map = BZ_TILEMAP_INVALID;
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}
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@@ -403,28 +406,25 @@ void bzTileMapDrawColliders(BzTileMap *map) {
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for (i32 y = 0; y < map->height; y++) {
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for (i32 x = 0; x < map->width; x++) {
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i32 idx = y * map->width + x;
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BzTileCollider collider = map->colliderMap[idx];
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for (i32 i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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if (shape.type == BZ_TILE_SHAPE_NONE)
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BzTileShape shape = map->colliderMap[idx];
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if (shape.type == BZ_TILE_SHAPE_NONE)
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continue;
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i32 posX = x * map->tileWidth + shape.x;
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i32 posY = y * map->tileHeight + shape.y;
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f32 sizeX = shape.sizeX;
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f32 sizeY = shape.sizeY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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default:
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break;
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case BZ_TILE_SHAPE_RECT:
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DrawRectangleLines(posX, posY, sizeX, sizeY, color);
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break;
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case BZ_TILE_SHAPE_ELLIPSE:
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DrawEllipseLines(posX, posY, sizeX, sizeY, color);
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break;
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i32 posX = x * map->tileWidth + shape.x;
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i32 posY = y * map->tileHeight + shape.y;
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f32 sizeX = shape.sizeX;
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f32 sizeY = shape.sizeY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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default:
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break;
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case BZ_TILE_SHAPE_RECT:
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DrawRectangleLines(posX, posY, sizeX, sizeY, color);
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break;
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case BZ_TILE_SHAPE_ELLIPSE:
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DrawEllipseLines(posX, posY, sizeX, sizeY, color);
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break;
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}
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}
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@@ -432,17 +432,18 @@ void bzTileMapDrawColliders(BzTileMap *map) {
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}
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}
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void bzTileMapUpdateCollider(BzTileMap *map, i32 x, i32 y) {
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BzTileShape bzTileMapGetCollider(BzTileMap *map, i32 x, i32 y) {
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BzTileShape invalid = {.type = BZ_TILE_SHAPE_NONE};
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if (map->colliderMap == 0) return invalid;
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i32 idx = y * map->width + x;
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BZ_ASSERT(idx >= 0 && idx < map->collidersCount);
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map->colliderMap[idx] = (BzTileCollider){};
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updateColliders(map, x, y, x + 1, y + 1);
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}
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BzTileCollider bzTileMapGetCollider(BzTileMap *map, i32 x, i32 y) {
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i32 idx = y * map->width + x;
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if (idx < 0 || idx >= map->collidersCount) {
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return (BzTileCollider) {{BZ_TILE_SHAPE_NONE}};
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if (idx < 0 || idx >= map->width * map->height) {
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return invalid;
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}
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return map->colliderMap[idx];
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}
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void bzTileMapUpdateColliders(BzTileMap *map, i32 x, i32 y, i32 sizeX, i32 sizeY) {
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if (!map->colliderMap) return;
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updateColliders(map, x, y, x + sizeX, y + sizeY);
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}
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@@ -6,7 +6,6 @@
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#define BZ_MAP_MAX_LAYERS 8
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#define BZ_MAP_MAX_TILESETS 8
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#define BZ_MAP_COLLIDER_DEPTH 2
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typedef struct BzTileLayer BzTileLayer;
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typedef struct BzTileObject BzTileObject;
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@@ -22,6 +21,7 @@ extern BzTileObjectGroupRenderFunc BZ_TILE_OBJECTS_SKIP_RENDER;
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typedef struct BzTileLayerDesc {
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const char *name; // Matches map layer names
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BzTileLayerRenderFunc renderer;
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bool applyColliders;
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} BzTileLayerDesc;
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typedef struct BzTileObjectsDesc {
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const char *name; // Matches map layer names
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@@ -31,6 +31,7 @@ typedef struct BzTileObjectsDesc {
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typedef struct BzTileMapDesc {
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const char *path;
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bool generateColliderMap;
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BzTileset tilesets[BZ_MAP_MAX_TILESETS];
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BzTileLayerDesc layers[BZ_MAP_MAX_LAYERS];
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@@ -76,10 +77,6 @@ typedef struct BzTileObjectGroup {
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} BzTileObjectGroup;
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typedef struct BzTileCollider {
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BzTileShape shapes[BZ_MAP_COLLIDER_DEPTH];
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} BzTileCollider;
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typedef struct BzTileMap {
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Color backgroundColor;
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@@ -88,8 +85,7 @@ typedef struct BzTileMap {
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i32 tileWidth;
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i32 tileHeight;
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BzTileCollider *colliderMap;
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i32 collidersCount;
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BzTileShape *colliderMap;
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BzTileLayer layers[BZ_MAP_MAX_LAYERS];
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i32 layerCount;
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@@ -128,8 +124,8 @@ BzTileObjectGroup *bzTileMapGetObjects(BzTileMap *map, i32 slotID);
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void bzTileMapDraw(BzTileMap *map);
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void bzTileMapDrawColliders(BzTileMap *map);
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BzTileCollider bzTileMapGetCollider(BzTileMap *map, i32 x, i32 y);
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void bzTileMapUpdateCollider(BzTileMap *map, i32 x, i32 y);
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BzTileShape bzTileMapGetCollider(BzTileMap *map, i32 x, i32 y);
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void bzTileMapUpdateColliders(BzTileMap *map, i32 x, i32 y, i32 sizeX, i32 sizeY);
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@@ -37,30 +37,27 @@ bool canPlaceBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTile ti
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if (tile == BUILDINGS_ROAD)
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return false;
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}
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BzTileCollider collider = bzTileMapGetCollider(map, x, y);
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BzTileShape shape = bzTileMapGetCollider(map, x, y);
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f32 posX = x * map->tileWidth;
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f32 posY = y * map->tileHeight;
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for (int i = 0; i < BZ_MAP_COLLIDER_DEPTH; i++) {
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BzTileShape shape = collider.shapes[i];
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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shape.x += posX;
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shape.y += posY;
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switch (shape.type) {
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case BZ_TILE_SHAPE_NONE:
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case BZ_TILE_SHAPE_POINT:
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break;
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case BZ_TILE_SHAPE_RECT: {
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Rectangle shapeRec = {shape.x, shape.y, shape.sizeX, shape.sizeY};
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if (CheckCollisionRecs(buildArea, shapeRec))
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return false;
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break;
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}
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case BZ_TILE_SHAPE_ELLIPSE: {
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Vector2 pos = {shape.x, shape.y};
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f32 radius = (shape.sizeX + shape.sizeY) * 0.5f;
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if (CheckCollisionCircleRec(pos, radius, buildArea))
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return false;
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break;
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}
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}
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}
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@@ -82,9 +79,9 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_set(ECS, e, TilePosition, {.x=tileX, .y=tileY});
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ecs_set(ECS, e, TileSize, {.sizeX=sizeX, .sizeY=sizeY});
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ecs_set(ECS, e, Owner, {.playerID=BUILDINGS_PLAYER_RED});
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ecs_set(ECS, e, TilePosition, { .x = tileX, .y = tileY });
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ecs_set(ECS, e, TileSize, { .sizeX = sizeX, .sizeY = sizeY });
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ecs_set(ECS, e, Owner, { .playerID = BUILDINGS_PLAYER_RED });
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for (i32 y = tileY; y < tileY + sizeY; y++) {
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for (i32 x = tileX; x < tileX + sizeX; x++) {
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@@ -92,7 +89,7 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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bzTileMapUpdateCollider(map, x, y);
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bzTileMapUpdateColliders(map, x, y, 1, 1);
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}
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buildingTile += buildingTileset->width - sizeX;
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}
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@@ -8,6 +8,7 @@ ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(MoveForce);
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ECS_COMPONENT_DECLARE(SpatialGridID);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Health);
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ECS_COMPONENT_DECLARE(TextureRegion);
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@@ -23,6 +24,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, MoveForce);
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ECS_COMPONENT_DEFINE(ecs, SpatialGridID);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Health);
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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@@ -32,6 +32,9 @@ extern ECS_COMPONENT_DECLARE(Size);
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extern ECS_COMPONENT_DECLARE(TargetPosition);
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extern ECS_COMPONENT_DECLARE(MoveForce);
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typedef BzSpatialGridID SpatialGridID;
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extern ECS_COMPONENT_DECLARE(SpatialGridID);
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typedef f32 Rotation;
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extern ECS_COMPONENT_DECLARE(Rotation);
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10
game/main.c
10
game/main.c
@@ -83,15 +83,16 @@ bool init(void *userData) {
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game->map = bzTileMapCreate(&(BzTileMapDesc) {
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.path="assets/maps/test.tmj",
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.generateColliderMap=true,
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.tilesets[0]=game->terrainTileset,
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.tilesets[1]=game->buildingsTileset,
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.tilesets[2]=game->entitiesTileset,
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain"},
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.layers[LAYER_TERRAIN]=(BzTileLayerDesc) {"Terrain", .applyColliders=true},
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.layers[LAYER_FOLIAGE]=(BzTileLayerDesc) {"Foliage"},
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.layers[LAYER_TREES]=(BzTileLayerDesc) {"Trees"},
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.layers[LAYER_TREES2]=(BzTileLayerDesc) {"TreesS"},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings"},
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.layers[LAYER_BUILDINGS]=(BzTileLayerDesc) {"Buildings", .applyColliders=true},
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.layers[LAYER_BUILDING_OWNER]=(BzTileLayerDesc) {"BuildingOwnership", BZ_TILE_LAYER_SKIP_RENDER},
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
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@@ -100,8 +101,8 @@ bool init(void *userData) {
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game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
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.maxWidth=game->map.width * game->map.tileWidth,
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.maxHeight=game->map.height * game->map.tileHeight,
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.cellWidth=game->map.tileWidth * 2,
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.cellHeight=game->map.tileHeight * 2,
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.cellWidth=game->map.tileWidth * 5,
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.cellHeight=game->map.tileHeight * 5,
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.userDataSize=sizeof(ecs_entity_t)
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});
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@@ -113,6 +114,7 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, uiTask, EcsOnUpdate, 0);
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ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
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ECS_SYSTEM(ECS, entityUpdatePhysics, EcsOnUpdate, Position, Size, SpatialGridID);
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ECS_SYSTEM(ECS, drawDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
|
||||
ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
|
||||
|
||||
@@ -29,6 +29,10 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
|
||||
game->entity = e;
|
||||
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
|
||||
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
|
||||
BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
|
||||
object.shape.x, object.shape.y,
|
||||
object.shape.sizeX, object.shape.sizeY);
|
||||
ecs_set(ECS, e, SpatialGridID, {spatialID});
|
||||
ecs_set(ECS, e, Rotation, {0.0f});
|
||||
ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
|
||||
ecs_set(ECS, e, Animation, {
|
||||
|
||||
@@ -54,7 +54,7 @@ bool findPath(const PathfindingDesc *desc) {
|
||||
if (y < 0 || y >= map->height ||
|
||||
x < 0 || x >= map->width)
|
||||
continue;
|
||||
if (bzTileMapGetCollider(map, x, y).shapes[0].type != BZ_TILE_SHAPE_NONE)
|
||||
if (bzTileMapGetCollider(map, x, y).type != BZ_TILE_SHAPE_NONE)
|
||||
continue;
|
||||
Visited *curVisited = &visited[y * map->width + x];
|
||||
if (curVisited->visited)
|
||||
@@ -91,6 +91,7 @@ bool findPath(const PathfindingDesc *desc) {
|
||||
pathData->next = NULL;
|
||||
i32 numWaypoints = 0;
|
||||
// Write path
|
||||
// TODO: Write end pos
|
||||
while (pos.x != desc->start.x || pos.y != desc->start.y) {
|
||||
Position waypoint = {
|
||||
pos.x * map->tileWidth + map->tileWidth * 0.5f,
|
||||
@@ -113,6 +114,10 @@ bool findPath(const PathfindingDesc *desc) {
|
||||
pos.y -= visit.y;
|
||||
pathLen++;
|
||||
}
|
||||
if (pathLen == 0) {
|
||||
bzObjectPoolRelease(desc->pool, pathData);
|
||||
pathData = NULL;
|
||||
}
|
||||
out->paths = pathData;
|
||||
|
||||
// Reverse paths
|
||||
|
||||
@@ -22,7 +22,9 @@ void entityAdded(ecs_iter_t *it);
|
||||
/*
|
||||
* 0: Game (singleton)
|
||||
* 1: Position
|
||||
* 2: MoveForce
|
||||
* 2: Size
|
||||
* 3: MoveForce
|
||||
* 4: SpatialGridID
|
||||
*/
|
||||
void entityUpdatePhysics(ecs_iter_t *it);
|
||||
|
||||
|
||||
@@ -12,6 +12,19 @@ void entityAdded(ecs_iter_t *it) {
|
||||
|
||||
}
|
||||
void entityUpdatePhysics(ecs_iter_t *it) {
|
||||
Game *game = ecs_singleton_get_mut(ECS, Game);
|
||||
Position *pos = ecs_field(it, Position, 1);
|
||||
Size *size = ecs_field(it, Size, 2);
|
||||
//MoveForce *force = ecs_field(it, MoveForce, 3);
|
||||
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 3);
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
//bzSpatialGridUpdate(game->entityGrid, spatialID[i], pos[i].x, pos[i].y, size[i].x, size[i].y);
|
||||
ecs_entity_t *e = bzSpatialGridGetData(game->entityGrid, spatialID[i]);
|
||||
BZ_ASSERT(*e == it->entities[i]);
|
||||
bzSpatialGridRemove(game->entityGrid, spatialID[i]);
|
||||
spatialID[i] = bzSpatialGridInsert(game->entityGrid, &(it->entities[i]), pos[i].x, pos[i].y, size[i].x, size[i].y);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -46,6 +59,7 @@ void renderEntities(ecs_iter_t *it) {
|
||||
if (t[i].flipX) src.width *= -1.0f;
|
||||
if (t[i].flipY) src.height *= -1.0f;
|
||||
DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
|
||||
DrawRectangleLines(dst.x - dst.width * 0.5f, dst.y, dst.width, dst.height, RED);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -74,6 +88,7 @@ void updatePos(ecs_iter_t *it) {
|
||||
#include <stdlib.h>
|
||||
void targetFinish(ecs_iter_t *it) {
|
||||
const Game *game = ecs_singleton_get(ECS, Game);
|
||||
if (game == NULL) return;
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
ecs_entity_t e = it->entities[i];
|
||||
|
||||
Reference in New Issue
Block a user