Change collisionMap to boolean value

This commit is contained in:
2023-11-18 12:53:34 +01:00
parent 05f1789e5c
commit 2d50a43a73
5 changed files with 42 additions and 78 deletions

View File

@@ -91,7 +91,7 @@ bool init(void *userData) {
game->map = bzTileMapCreate(&(BzTileMapDesc) {
.path="assets/maps/test.tmj",
.generateColliderMap=true,
.generateCollisionMap=true,
.tilesets[0]=game->terrainTileset,
.tilesets[1]=game->buildingsTileset,
.tilesets[2]=game->entitiesTileset,
@@ -140,6 +140,8 @@ bool init(void *userData) {
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;
game->debugDraw.mapColliders = true;
return true;
}
void deinit(void *userData) {
@@ -151,11 +153,13 @@ void deinit(void *userData) {
bzTilesetDestroy(&game->buildingsTileset);
bzTilesetDestroy(&game->entitiesTileset);
Game gameCopy = *game;
ecs_fini(ECS);
ECS = NULL;
bzObjectPoolDestroy(game->pools.pathData);
bzSpatialGridDestroy(game->entityGrid);
bzObjectPoolDestroy(gameCopy.pools.pathData);
bzSpatialGridDestroy(gameCopy.entityGrid);
}
@@ -288,7 +292,7 @@ void render(float dt, void *userData) {
ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
ecs_enable(ECS, renderCollidersSystem, game->debugDraw.entityColliders);
if (game->debugDraw.mapColliders)
bzTileMapDrawColliders(&game->map);
bzTileMapDrawCollisions(&game->map);
if (game->debugDraw.spatialGrid)
bzSpatialGridDrawDebugGrid(game->entityGrid);