Remove entity map in favor of spatial grid
This commit is contained in:
15
game/main.c
15
game/main.c
@@ -32,8 +32,6 @@ bool bzMain(BzAppDesc *appDesc, int argc, const char **argv) {
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appDesc->render = (BzAppRenderFunc) render;
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appDesc->imguiRender = (BzAppRenderFunc) imguiRender;
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Game *game = bzAlloc(sizeof(*game));
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bzMemSet(game, 0, sizeof(*game));
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appDesc->userData = NULL;
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appDesc->useFlecs = true;
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@@ -99,11 +97,12 @@ bool init(void *userData) {
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
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});
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game->entityMap = entityMapCreate(&(EntityMapDesc) {
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game->entityGrid = bzSpatialGridCreate(&(BzSpatialGridDesc) {
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.maxWidth=game->map.width * game->map.tileWidth,
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.maxHeight=game->map.height * game->map.tileHeight,
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.cellResolution=game->map.tileWidth,
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.cellDepth=16
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.cellWidth=game->map.tileWidth * 2,
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.cellHeight=game->map.tileHeight * 2,
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.userDataSize=sizeof(ecs_entity_t)
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});
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
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@@ -129,6 +128,10 @@ void deinit(void *userData) {
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bzTilesetDestroy(&game->buildingsTileset);
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bzTilesetDestroy(&game->entitiesTileset);
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bzObjectPoolDestroy(game->pools.pathData);
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bzSpatialGridDestroy(game->entityGrid);
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ecs_singleton_remove(ECS, Game);
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}
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@@ -226,6 +229,8 @@ void render(float dt, void *userData) {
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game->input.buildingSize.sizeY * height, placeColor);
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}
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bzSpatialGridDrawDebugGrid(game->entityGrid);
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Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
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int tileX = (int) worldPos.x / 16;
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