Remove entity arms - bad idea
This commit is contained in:
@@ -236,35 +236,6 @@ void entityFollowPath(ecs_iter_t *it) {
|
||||
}
|
||||
}
|
||||
|
||||
static void entityUpdateArm(ecs_entity_t armEntity, Position pos, Velocity vel,
|
||||
Rotation rot, Orientation orient) {
|
||||
if (!armEntity) return;
|
||||
const Arm arm = *ecs_get(ECS, armEntity, Arm);
|
||||
|
||||
f32 time = fmod(GetTime() * 2.0f, 2.0f);
|
||||
if (time > 1.0f) time = 2.0f - time;
|
||||
|
||||
f32 velLen = Clamp(Vector2Length(vel), 0, 4.0f) * time;
|
||||
Vector2 v = {arm.extended, velLen};
|
||||
v = Vector2Rotate(v, orient + arm.offset);
|
||||
v = Vector2Add(v, pos);
|
||||
ecs_set_ptr(ECS, armEntity, Position, &v);
|
||||
}
|
||||
void entityUpdateArms(ecs_iter_t *it) {
|
||||
Position *position = ecs_field(it, Position, 1);
|
||||
Velocity *velocity = ecs_field(it, Velocity, 2);
|
||||
Rotation *rotation = ecs_field(it, Rotation, 3);
|
||||
Orientation *orientation = ecs_field(it, Orientation, 4);
|
||||
Arms *arms = ecs_field(it, Arms, 5);
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
entityUpdateArm(arms[i].primary, position[i], velocity[i],
|
||||
rotation[i], orientation[i]);
|
||||
entityUpdateArm(arms[i].secondary, position[i], velocity[i],
|
||||
rotation[i], orientation[i]);
|
||||
}
|
||||
}
|
||||
|
||||
void renderColliders(ecs_iter_t *it) {
|
||||
Position *pos = ecs_field(it, Position, 1);
|
||||
HitBox *hitbox = ecs_field(it, HitBox , 2);
|
||||
@@ -287,16 +258,6 @@ void renderOrientationDirection(ecs_iter_t *it) {
|
||||
}
|
||||
}
|
||||
|
||||
void renderArmPosition(ecs_iter_t *it) {
|
||||
Position *pos = ecs_field(it, Position, 1);
|
||||
Arm *arm = ecs_field(it, Arm, 2);
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
DrawCircle(pos[i].x, pos[i].y, 1.5f, ORANGE);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void renderDebugPath(ecs_iter_t *it) {
|
||||
Path *path = ecs_field(it, Path, 1);
|
||||
|
||||
|
||||
@@ -40,7 +40,6 @@ Vector2 entityGetCenter(Position position, HitBox hitBox) {
|
||||
|
||||
ecs_entity_t renderCollidersSystem;
|
||||
ecs_entity_t renderOrientDirSystem;
|
||||
ecs_entity_t renderArmPositionSystem;
|
||||
ecs_entity_t renderDebugPathSystem;
|
||||
|
||||
ECS_DTOR(SpatialGridID, gridID, {
|
||||
@@ -64,21 +63,6 @@ ECS_MOVE(Path, dst, src, {
|
||||
*dst = *src;
|
||||
})
|
||||
|
||||
ECS_DTOR(Arms, arms, {
|
||||
if (arms->primary) {
|
||||
ecs_delete(ECS, arms->primary);
|
||||
arms->primary = 0;
|
||||
}
|
||||
if (arms->secondary) {
|
||||
ecs_delete(ECS, arms->secondary);
|
||||
arms->secondary = 0;
|
||||
}
|
||||
|
||||
})
|
||||
ECS_MOVE(Arms, dst, src, {
|
||||
*dst = *src;
|
||||
})
|
||||
|
||||
ECS_DTOR(Building, building, {
|
||||
Vec2i pos = building->pos;
|
||||
Vec2i size = building->size;
|
||||
@@ -98,10 +82,6 @@ void setupSystems() {
|
||||
.dtor = ecs_dtor(Path),
|
||||
.move_dtor = ecs_move(Path)
|
||||
});
|
||||
ecs_set_hooks(ECS, Arms, {
|
||||
.dtor = ecs_dtor(Arms),
|
||||
.move_dtor = ecs_move(Arms)
|
||||
});
|
||||
ecs_set_hooks(ECS, Building, {
|
||||
.dtor = ecs_dtor(Building),
|
||||
.move_dtor = ecs_move(Building)
|
||||
@@ -123,7 +103,6 @@ void setupSystems() {
|
||||
|
||||
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
|
||||
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
|
||||
ECS_SYSTEM(ECS, entityUpdateArms, EcsOnUpdate, Position, Velocity, Rotation, Orientation, Arms);
|
||||
|
||||
ECS_SYSTEM(ECS, resetHarvestCount, EcsOnUpdate, Harvestable);
|
||||
ECS_SYSTEM(ECS, updateAISystem, EcsOnUpdate, BzBTState);
|
||||
@@ -136,11 +115,9 @@ void setupSystems() {
|
||||
|
||||
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
|
||||
ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
|
||||
ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm);
|
||||
|
||||
renderDebugPathSystem = renderDebugPath;
|
||||
renderOrientDirSystem = renderOrientationDirection;
|
||||
renderArmPositionSystem = renderArmPosition;
|
||||
renderCollidersSystem = renderColliders;
|
||||
|
||||
//ecs_enable(ECS, renderOrientDirSystem, false);
|
||||
|
||||
@@ -141,16 +141,6 @@ void entityMoveToTarget(ecs_iter_t *it);
|
||||
*/
|
||||
void entityFollowPath(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1. Position
|
||||
* 2. Velocity
|
||||
* 3. Rotation
|
||||
* 4. Orientation
|
||||
* 5. Arms
|
||||
*/
|
||||
void entityUpdateArms(ecs_iter_t *it);
|
||||
|
||||
|
||||
/*
|
||||
* 1: Position
|
||||
* 2: HitBox
|
||||
@@ -163,12 +153,6 @@ void renderColliders(ecs_iter_t *it);
|
||||
*/
|
||||
void renderOrientationDirection(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1. Position
|
||||
* 2. Arm
|
||||
*/
|
||||
void renderArmPosition(ecs_iter_t *it);
|
||||
|
||||
/*
|
||||
* 1: Path
|
||||
*/
|
||||
@@ -230,7 +214,6 @@ Vector2 entityGetCenter(Position position, HitBox hitBox);
|
||||
|
||||
extern ecs_entity_t renderCollidersSystem;
|
||||
extern ecs_entity_t renderOrientDirSystem;
|
||||
extern ecs_entity_t renderArmPositionSystem;
|
||||
extern ecs_entity_t renderDebugPathSystem;
|
||||
|
||||
void setupSystems();
|
||||
|
||||
Reference in New Issue
Block a user