Add walking animation
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@@ -151,6 +151,7 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, AngularVelocity, SteeringOutput);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Position, Rotation, Velocity, AngularVelocity, SteeringOutput, Path);
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ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
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ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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@@ -25,10 +25,11 @@ void entityPathRemoved(ecs_iter_t *it);
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/* Observer (for updating animation state)
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* 1: Animation
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* 2: EntityState
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* 2: AnimationType
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*/
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void entitySetAnimationState(ecs_iter_t *it);
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/*
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* 0: Game (singleton) for entity map
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* 1: Position
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@@ -59,6 +60,11 @@ void entityUpdateKinematic(ecs_iter_t *it);
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*/
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void entityFollowPath(ecs_iter_t *it);
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/*
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* 1: Velocity
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* 2: AnimationType
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*/
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void entityUpdateAnimationState(ecs_iter_t *it);
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/*
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* 0:
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* 1: Animation
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@@ -66,6 +72,7 @@ void entityFollowPath(ecs_iter_t *it);
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*/
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void entityUpdateAnimation(ecs_iter_t *it);
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/*
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* 0:
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*/
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@@ -121,6 +121,20 @@ void entityFollowPath(ecs_iter_t *it) {
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}
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}
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void entityUpdateAnimationState(ecs_iter_t *it) {
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Velocity *velocity = ecs_field(it, Velocity, 1);
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//AnimationType *animType = ecs_field(it, AnimationType , 2);
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for (i32 i = 0; i < it->count; i++) {
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f32 len = Vector2Length(velocity[i]);
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ecs_entity_t entity = it->entities[i];
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AnimationType type = ANIM_IDLE;
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if (len > 1.0f)
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type = ANIM_WALK;
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ecs_set(it->world, entity, AnimationType, {type});
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}
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}
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void entityUpdateAnimation(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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