Add trees as entities
This commit is contained in:
@@ -106,6 +106,9 @@ bool init(void *userData) {
|
||||
.userDataSize=sizeof(ecs_entity_t)
|
||||
});
|
||||
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
|
||||
|
||||
bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
|
||||
|
||||
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_GAME, initGameObjectsLayer);
|
||||
@@ -116,7 +119,11 @@ bool init(void *userData) {
|
||||
ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TargetPosition, TextureRegion);
|
||||
ECS_SYSTEM(ECS, entityUpdatePhysics, EcsOnUpdate, Position, Size, SpatialGridID);
|
||||
ECS_SYSTEM(ECS, drawDebugPath, EcsOnUpdate, Path);
|
||||
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
|
||||
|
||||
ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain);
|
||||
ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings);
|
||||
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
|
||||
|
||||
ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
|
||||
ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
|
||||
return true;
|
||||
|
||||
Reference in New Issue
Block a user