Tweak spatial grid size, add colliders rendering
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@@ -22,8 +22,9 @@ void entityUpdatePhysics(ecs_iter_t *it) {
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//bzSpatialGridUpdate(game->entityGrid, spatialID[i], pos[i].x, pos[i].y, size[i].x, size[i].y);
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ecs_entity_t *e = bzSpatialGridGetData(game->entityGrid, spatialID[i]);
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BZ_ASSERT(*e == it->entities[i]);
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bzSpatialGridRemove(game->entityGrid, spatialID[i]);
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spatialID[i] = bzSpatialGridInsert(game->entityGrid, &(it->entities[i]), pos[i].x, pos[i].y, size[i].x, size[i].y);
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f32 posX = pos[i].x - size[i].x * 0.5f;
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f32 posY = pos[i].y - size[i].y * 0.5f;
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bzSpatialGridUpdate(game->entityGrid, spatialID[i], posX, posY, size[i].x, size[i].y);
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}
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}
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@@ -59,7 +60,6 @@ static void render(ecs_iter_t *it) {
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
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//DrawRectangleLines(dst.x - dst.width * 0.5f, dst.y - dst.height * 0.5f, dst.width, dst.height, RED);
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}
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}
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@@ -73,6 +73,17 @@ void renderEntities(ecs_iter_t *it) {
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render(it);
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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for (i32 i = 0; i < it->count; i++) {
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f32 posX = pos[i].x - size[i].x * 0.5f;
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f32 posY = pos[i].y - size[i].y * 0.5f;
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DrawRectangleLines(posX, posY, size[i].x, size[i].y, RED);
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}
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}
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void updatePos(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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TargetPosition *target = ecs_field(it, TargetPosition, 2);
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