Add entity rotation
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@@ -64,8 +64,9 @@ extern ECS_COMPONENT_DECLARE(SteeringOutput);
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typedef struct TextureRegion {
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Texture2D texture;
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Rectangle rec;
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bool flipX;
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bool flipY;
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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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extern ECS_COMPONENT_DECLARE(TextureRegion);
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@@ -161,7 +161,7 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
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renderDebugPathSystem = renderDebugPath;
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renderCollidersSystem = renderColliders;
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@@ -24,6 +24,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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if (!objectTileset) return true;
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for (i32 i = 0; i < objectGroup->objectCount; i++) {
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if (i == 1) break;
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BzTileObject object = objectGroup->objects[i];
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ecs_entity_t e = ecs_new_id(ECS);
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game->entity = e;
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@@ -74,21 +74,31 @@ void entityUpdateKinematic(ecs_iter_t *it) {
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// position += velocity * dt
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// rotation += angularVelocity * dt
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position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
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rotation[i] += angularVel[i] * dt;
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//rotation[i] += angularVel[i] * dt;
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// Update velocity and angular velocity
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// velocity += steering.liner * dt
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// angularVelocity += steering.angular * dt
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velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i].linear, dt * 10));
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angularVel[i] += steering[i].angular;
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angularVel[i] += steering[i].angular * dt * 10;
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if (Vector2LengthSqr(steering[i].linear) == 0) {
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// Decay velocity
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velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f));
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}
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angularVel[i] *= 1 - (dt * 5.0f);
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// Reset steering
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steering[i] = (SteeringOutput) {};
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{
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const InputState *input = ecs_singleton_get(ECS, InputState);
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Vector2 mouse = input->mouseDownWorld;
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f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD;
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rotation[i] = rot;
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}
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// Check for speeding and clip
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const f32 maxSpeed = 15.0f;
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if (Vector2Length(velocity[i]) > maxSpeed) {
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@@ -100,7 +110,7 @@ void entityUpdateKinematic(ecs_iter_t *it) {
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ecs_entity_t entity = it->entities[i];
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if (ecs_has(it->world, entity, TextureRegion)) {
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TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion);
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text->flipX = velocity[i].x < 0.01f;
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text->flipX = rotation[i] >= 0.0f * RAD2DEG && rotation[i] <= 180.0f * RAD2DEG;
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}
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}
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}
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@@ -116,10 +126,17 @@ void entityFollowPath(ecs_iter_t *it) {
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for (i32 i = 0; i < it->count; i++) {
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Position target = path[i].paths->waypoints[path[i].curWaypoint];
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steering[i].linear.x = target.x - position[i].x;
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steering[i].linear.y = target.y - position[i].y;
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steering[i].linear = Vector2Subtract(target, position[i]);
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f32 dst = Vector2LengthSqr(steering[i].linear);
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f32 maxAccel = 10.0f;
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steering[i].linear = Vector2Normalize(steering[i].linear);
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steering[i].linear = Vector2Scale(steering[i].linear, maxAccel);
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if (Vector2Length(velocity[i]) > 10.0f) {
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f32 rot = Vector2Angle(position[i], target);
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rotation[i] = rot;
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}
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if (dst < 8.0f) {
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path[i].curWaypoint++;
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if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
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@@ -130,10 +147,6 @@ void entityFollowPath(ecs_iter_t *it) {
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if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
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}
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}
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steering[i].linear = Vector2Normalize(steering[i].linear);
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steering[i].linear = Vector2Scale(steering[i].linear, 10.0f);
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}
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}
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@@ -183,7 +196,7 @@ static void render(ecs_iter_t *it) {
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Rectangle src = t[i].rec;
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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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DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
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}
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}
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@@ -215,7 +228,7 @@ void renderRotationDirection(ecs_iter_t *it) {
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Rotation *rot = ecs_field(it, Rotation, 2);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 v = {0.0f, 4.0f};
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Vector2 v = {10.0f, 0.0f};
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v = Vector2Rotate(v, rot[i]);
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v = Vector2Add(v, pos[i]);
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DrawCircle(v.x, v.y, 1.0f, RED);
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@@ -34,5 +34,11 @@
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<property name="animation" value="walk_3"/>
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</properties>
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</tile>
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<tile id="64" type="axe"/>
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<tile id="64" type="axe">
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<objectgroup draworder="index" id="2">
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<object id="1" x="7" y="5" width="6" height="6">
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<ellipse/>
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</object>
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</objectgroup>
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</tile>
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</tileset>
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