Tweak spatial grid size, add colliders rendering

This commit is contained in:
2023-11-17 19:39:49 +01:00
parent 66dba151ed
commit 2167d10501
4 changed files with 30 additions and 7 deletions

View File

@@ -101,8 +101,8 @@ bool init(void *userData) {
game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
.maxWidth=game->map.width * game->map.tileWidth,
.maxHeight=game->map.height * game->map.tileHeight,
.cellWidth=game->map.tileWidth * 5,
.cellHeight=game->map.tileHeight * 5,
.cellWidth=game->map.tileWidth * 4,
.cellHeight=game->map.tileHeight * 4,
.userDataSize=sizeof(ecs_entity_t)
});
@@ -118,12 +118,15 @@ bool init(void *userData) {
ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
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, 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_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_OBSERVER(ECS, targetFinish, EcsOnRemove, TargetPosition);
ECS_OBSERVER(ECS, startPath, EcsOnSet, Path);
return true;