Move systems into subdirectory, add tree shake animation
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@@ -86,7 +86,6 @@ extern ECS_COMPONENT_DECLARE(Path);
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typedef struct TextureRegion {
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Texture2D texture;
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Rectangle rec;
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f32 rotation;
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bool flipX : 1;
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bool flipY : 1;
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} TextureRegion;
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@@ -109,12 +108,49 @@ typedef struct Animation {
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} Animation;
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extern ECS_COMPONENT_DECLARE(Animation);
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typedef enum EasingType {
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EASE_ROTATION,
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EASE_POS_X,
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EASE_POS_Y,
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EASE_SIZE_X,
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EASE_SIZE_Y,
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} EasingType;
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typedef struct Easing {
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EasingType type;
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BzEaseType easingFunc;
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// start + target * (easeStart + (easeTarget * x) + easeOffset) + offset
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f32 target;
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f32 start;
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f32 offset;
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f32 easeTarget;
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f32 easeStart;
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f32 easeOffset;
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f32 x;
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f32 elapsed;
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f32 duration;
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//struct Easing *next;
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} Easing;
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extern ECS_COMPONENT_DECLARE(Easing);
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typedef struct EntityArms {
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ecs_entity_t left;
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ecs_entity_t right;
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} EntityArms;
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//extern ECS_COMPONENT_DECLARE(EntityArms);
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/**********************************************************
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* Event components
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*********************************************************/
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typedef struct HarvestEvent {
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i32 amount;
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} HarvestEvent;
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extern ECS_COMPONENT_DECLARE(HarvestEvent);
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/**********************************************************
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* Gameplay components
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*********************************************************/
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@@ -134,7 +170,16 @@ extern ECS_TAG_DECLARE(Unit);
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// - Build
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// - Work
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// - Attack (since it is also a unit)
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extern ECS_TAG_DECLARE(Worker);
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typedef struct Worker {
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// stats
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f32 collectSpeed;
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f32 depositSpeed;
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i32 carry;
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i32 carryCapacity;
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ResourceType carryRes;
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} Worker;
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extern ECS_COMPONENT_DECLARE(Worker);
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extern ECS_TAG_DECLARE(Harvestable);
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extern ECS_TAG_DECLARE(Buildable);
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