Add entity rotation

This commit is contained in:
2023-12-06 08:09:02 +01:00
parent ae1c21bdfc
commit 488dccfada
5 changed files with 37 additions and 16 deletions

View File

@@ -64,8 +64,9 @@ extern ECS_COMPONENT_DECLARE(SteeringOutput);
typedef struct TextureRegion {
Texture2D texture;
Rectangle rec;
bool flipX;
bool flipY;
f32 rotation;
bool flipX : 1;
bool flipY : 1;
} TextureRegion;
extern ECS_COMPONENT_DECLARE(TextureRegion);

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@@ -161,7 +161,7 @@ bool init(void *userData) {
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;

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@@ -24,6 +24,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
if (!objectTileset) return true;
for (i32 i = 0; i < objectGroup->objectCount; i++) {
if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
game->entity = e;

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@@ -74,21 +74,31 @@ void entityUpdateKinematic(ecs_iter_t *it) {
// position += velocity * dt
// rotation += angularVelocity * dt
position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
rotation[i] += angularVel[i] * dt;
//rotation[i] += angularVel[i] * dt;
// Update velocity and angular velocity
// velocity += steering.liner * dt
// angularVelocity += steering.angular * dt
velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i].linear, dt * 10));
angularVel[i] += steering[i].angular;
angularVel[i] += steering[i].angular * dt * 10;
if (Vector2LengthSqr(steering[i].linear) == 0) {
// Decay velocity
velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f));
}
angularVel[i] *= 1 - (dt * 5.0f);
// Reset steering
steering[i] = (SteeringOutput) {};
{
const InputState *input = ecs_singleton_get(ECS, InputState);
Vector2 mouse = input->mouseDownWorld;
f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD;
rotation[i] = rot;
}
// Check for speeding and clip
const f32 maxSpeed = 15.0f;
if (Vector2Length(velocity[i]) > maxSpeed) {
@@ -100,7 +110,7 @@ void entityUpdateKinematic(ecs_iter_t *it) {
ecs_entity_t entity = it->entities[i];
if (ecs_has(it->world, entity, TextureRegion)) {
TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion);
text->flipX = velocity[i].x < 0.01f;
text->flipX = rotation[i] >= 0.0f * RAD2DEG && rotation[i] <= 180.0f * RAD2DEG;
}
}
}
@@ -116,10 +126,17 @@ void entityFollowPath(ecs_iter_t *it) {
for (i32 i = 0; i < it->count; i++) {
Position target = path[i].paths->waypoints[path[i].curWaypoint];
steering[i].linear.x = target.x - position[i].x;
steering[i].linear.y = target.y - position[i].y;
steering[i].linear = Vector2Subtract(target, position[i]);
f32 dst = Vector2LengthSqr(steering[i].linear);
f32 maxAccel = 10.0f;
steering[i].linear = Vector2Normalize(steering[i].linear);
steering[i].linear = Vector2Scale(steering[i].linear, maxAccel);
if (Vector2Length(velocity[i]) > 10.0f) {
f32 rot = Vector2Angle(position[i], target);
rotation[i] = rot;
}
if (dst < 8.0f) {
path[i].curWaypoint++;
if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
@@ -130,10 +147,6 @@ void entityFollowPath(ecs_iter_t *it) {
if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
}
}
steering[i].linear = Vector2Normalize(steering[i].linear);
steering[i].linear = Vector2Scale(steering[i].linear, 10.0f);
}
}
@@ -183,7 +196,7 @@ static void render(ecs_iter_t *it) {
Rectangle src = t[i].rec;
if (t[i].flipX) src.width *= -1.0f;
if (t[i].flipY) src.height *= -1.0f;
DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
}
}
@@ -215,7 +228,7 @@ void renderRotationDirection(ecs_iter_t *it) {
Rotation *rot = ecs_field(it, Rotation, 2);
for (i32 i = 0; i < it->count; i++) {
Vector2 v = {0.0f, 4.0f};
Vector2 v = {10.0f, 0.0f};
v = Vector2Rotate(v, rot[i]);
v = Vector2Add(v, pos[i]);
DrawCircle(v.x, v.y, 1.0f, RED);

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@@ -34,5 +34,11 @@
<property name="animation" value="walk_3"/>
</properties>
</tile>
<tile id="64" type="axe"/>
<tile id="64" type="axe">
<objectgroup draworder="index" id="2">
<object id="1" x="7" y="5" width="6" height="6">
<ellipse/>
</object>
</objectgroup>
</tile>
</tileset>