Add entity map
This commit is contained in:
@@ -15,6 +15,8 @@ add_executable(PixelDefense
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game/buildings.h
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game/buildings.h
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game/components.c
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game/components.c
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game/components.h
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game/components.h
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game/entity_map.c
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game/entity_map.h
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game/entrypoint.c
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game/entrypoint.c
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game/main.c
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game/main.c
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game/map_init.c
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game/map_init.c
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@@ -36,7 +36,6 @@ set(BreezeSources
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breeze/map/tileset.c
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breeze/map/tileset.c
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breeze/utils/array.c
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breeze/utils/array.c
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breeze/utils/object_pool.c
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breeze/utils/heap.c
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breeze/utils/heap.c
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breeze/utils/tokenizer.c
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breeze/utils/tokenizer.c
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)
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)
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@@ -51,7 +50,6 @@ set(BreezeHeaders
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breeze/map/tileset.h
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breeze/map/tileset.h
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breeze/utils/array.h
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breeze/utils/array.h
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breeze/utils/object_pool.h
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breeze/utils/heap.h
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breeze/utils/heap.h
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breeze/utils/string.h
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breeze/utils/string.h
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breeze/utils/tokenizer.h
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breeze/utils/tokenizer.h
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@@ -49,6 +49,6 @@ do { \
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(arr)[_bzArrayIns(arr, idx)] = (e); \
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(arr)[_bzArrayIns(arr, idx)] = (e); \
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} while (0)
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} while (0)
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#define bzArraySet(arr, idx, e) (arr)[_bzArraySet(arr, idx)] = e
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#define bzArraySet(arr, idx, e) (arr)[_bzArraySet(arr, idx)] = e
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#define bzArrayPop(arr) (arr)[_bzArrayPop(arr)] (arr)[_bzArrayPop(arr)]
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#define bzArrayPop(arr) (arr)[_bzArrayPop(arr)]
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#endif //BREEZE_ARRAY_H
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#endif //BREEZE_ARRAY_H
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@@ -73,9 +73,6 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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i32 sizeX, sizeY;
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i32 sizeX, sizeY;
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getBuildingSize(type, &sizeX, &sizeY);
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getBuildingSize(type, &sizeX, &sizeY);
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ECS_COMPONENT(ECS, TilePosition);
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ECS_COMPONENT(ECS, TileSize);
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ECS_COMPONENT(ECS, Owner);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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BzTileset *buildingTileset = bzTileLayerGetTileset(map, buildingLayer);
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@@ -95,8 +92,6 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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bzTileLayerSetTile(buildingLayer, layerTile, x, y, 1, 1);
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buildingTile++;
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buildingTile++;
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game->entityMap[y * buildingLayer->width + x] = e;
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bzTileMapUpdateCollider(map, x, y);
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bzTileMapUpdateCollider(map, x, y);
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}
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}
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buildingTile += buildingTileset->width - sizeX;
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buildingTile += buildingTileset->width - sizeX;
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@@ -7,6 +7,7 @@ ECS_COMPONENT_DECLARE(Owner);
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ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Position);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(Size);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(TargetPosition);
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ECS_COMPONENT_DECLARE(MoveForce);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Rotation);
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ECS_COMPONENT_DECLARE(Health);
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ECS_COMPONENT_DECLARE(Health);
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ECS_COMPONENT_DECLARE(TextureRegion);
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ECS_COMPONENT_DECLARE(TextureRegion);
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@@ -21,6 +22,7 @@ void initComponentIDs(ecs_world_t *ecs) {
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ECS_COMPONENT_DEFINE(ecs, Position);
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ECS_COMPONENT_DEFINE(ecs, Position);
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, Size);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, TargetPosition);
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ECS_COMPONENT_DEFINE(ecs, MoveForce);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Rotation);
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ECS_COMPONENT_DEFINE(ecs, Health);
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ECS_COMPONENT_DEFINE(ecs, Health);
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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ECS_COMPONENT_DEFINE(ecs, TextureRegion);
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@@ -26,10 +26,11 @@ typedef struct Owner {
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} Owner;
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} Owner;
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extern ECS_COMPONENT_DECLARE(Owner);
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extern ECS_COMPONENT_DECLARE(Owner);
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typedef Vector2 Position, Size, TargetPosition;
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typedef Vector2 Position, Size, TargetPosition, MoveForce;
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extern ECS_COMPONENT_DECLARE(Position);
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extern ECS_COMPONENT_DECLARE(Position);
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extern ECS_COMPONENT_DECLARE(Size);
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extern ECS_COMPONENT_DECLARE(Size);
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extern ECS_COMPONENT_DECLARE(TargetPosition);
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extern ECS_COMPONENT_DECLARE(TargetPosition);
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extern ECS_COMPONENT_DECLARE(MoveForce);
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typedef f32 Rotation;
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typedef f32 Rotation;
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extern ECS_COMPONENT_DECLARE(Rotation);
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extern ECS_COMPONENT_DECLARE(Rotation);
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150
game/entity_map.c
Normal file
150
game/entity_map.c
Normal file
@@ -0,0 +1,150 @@
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#include "entity_map.h"
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#include <math.h>
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EntityMap entityMapCreate(const EntityMapDesc *desc) {
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i32 width = (desc->maxWidth + (desc->cellResolution - 1)) / desc->cellResolution;
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i32 height = (desc->maxHeight + (desc->cellResolution - 1)) / desc->cellResolution;
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EntityMap map = {
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.width=width,
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.height=height,
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.cellResolution=desc->cellResolution,
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.cellDepth=desc->cellDepth,
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};
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size_t numBytes = sizeof(EntityMapCell) * map.width * map.height * map.cellDepth;
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map.cells = bzAlloc(numBytes);
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bzMemSet(map.cells, 0, numBytes);
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map.entities = bzArrayNew(EntityMapEntry, 512);
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return map;
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}
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void entityMapDestroy(EntityMap *entityMap) {
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bzFree(entityMap->cells);
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entityMap->cells = NULL;
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bzArrayFree(entityMap->entities);
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entityMap->entities = NULL;
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}
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static EntityMapIndex calculateMapIndex(EntityMap *entityMap, Position pos, Size size) {
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i32 minX = (i32) floorf(pos.x);
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i32 minY = (i32) floorf(pos.y);
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i32 maxX = (i32) floorf(pos.x + size.x);
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i32 maxY = (i32) floorf(pos.y + size.y);
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return (EntityMapIndex) {
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(i16) (minX / entityMap->width),
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(i16) (minY / entityMap->height),
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(i16) (maxX / entityMap->width),
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(i16) (maxY / entityMap->height),
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};
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}
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static bool insertMapEntry(EntityMap *entityMap, EntityMapCell idx, i32 x, i32 y) {
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EntityMapCell *cell = entityMap->cells + (y * entityMap->width + x) * entityMap->cellDepth;
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for (i32 i = 0; i < entityMap->cellResolution; i++) {
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if (cell[i] == 0) {
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cell[i] = idx;
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return true;
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}
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}
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return false;
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}
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static void removeMapEntry(EntityMap *entityMap, EntityMapCell idx, i32 x, i32 y) {
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EntityMapCell *cell = entityMap->cells + (y * entityMap->width + x) * entityMap->cellDepth;
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i32 i;
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for (i = 0; i < entityMap->cellResolution; i++) {
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if (cell[i] == idx) {
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break;
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}
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}
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i32 j;
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for (j = i; j < entityMap->cellResolution; j++) {
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if (cell[j] == 0) {
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j--;
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break;
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}
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}
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if (i != j) {
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// swap with last
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cell[i] = cell[j];
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cell[j] = 0;
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} else {
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// 'i' is last
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cell[i] = 0;
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}
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}
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EntityMapEntry entityMapInsert(EntityMap *entityMap, ecs_entity_t entity, Position pos, Size size) {
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EntityMapEntry entry = {entity};
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EntityMapIndex mapIndex = calculateMapIndex(entityMap, pos, size);
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entry.index = mapIndex;
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i32 entryIdx = bzArraySize(entityMap->entities);
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entry.entryID = entryIdx;
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bzArrayPush(entityMap->entities, entry);
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bool wasInserted = true;
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for (i32 y = mapIndex.minY; y <= mapIndex.maxY; y++) {
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for (i32 x = mapIndex.minX; x <= mapIndex.maxX; x++) {
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wasInserted &= insertMapEntry(entityMap, entryIdx, x, y);
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if (!wasInserted) {
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return (EntityMapEntry) {
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.entity = 0,
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};
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}
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}
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}
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return entry;
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}
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void entityMapRemove(EntityMap *entityMap, EntityMapEntry entry) {
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entityMapRemoveID(entityMap, entry.entryID);
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}
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void entityMapRemoveID(EntityMap *entityMap, i32 entryID) {
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EntityMapEntry entry = bzArrayGet(entityMap->entities, entryID);
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EntityMapIndex index = entry.index;
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for (i32 y = index.minY; y <= index.maxY; y++) {
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for (i32 x = index.minX; x <= index.maxX; x++) {
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removeMapEntry(entityMap, entryID, x, y);
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}
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}
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EntityMapEntry last = bzArrayGet(entityMap->entities, bzArraySize(entityMap->entities));
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bzArraySet(entityMap->entities, entryID, last);
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bzArrayPop(entityMap->entities);
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}
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EntityMapIter entityMapQueryIter(EntityMap *entityMap, Position pos, Size size) {
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EntityMapIndex mapIndex = calculateMapIndex(entityMap, pos, size);
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EntityMapIter it = {
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.entityMap=entityMap,
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.index=mapIndex,
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.x=mapIndex.minX,
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.y=mapIndex.minY,
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.cellIdx=0,
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};
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return it;
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}
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bool entityMapQueryNext(EntityMapIter *it) {
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i32 cellOffset = (it->y * it->entityMap->width + it->x) *
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it->entityMap->cellDepth + it->cellIdx;
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if (it->cellIdx >= it->entityMap->cellDepth ||
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it->entityMap->cells[cellOffset] == 0) {
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it->cellIdx = 0;
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it->x++;
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if (it->x > it->index.maxX) {
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it->y++;
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if (it->y > it->index.maxY)
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return false;
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}
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}
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EntityMapCell cell = it->entityMap->cells[cellOffset];
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it->entry = bzArrayGet(it->entityMap->entities, cell);
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it->cellIdx++;
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return true;
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}
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60
game/entity_map.h
Normal file
60
game/entity_map.h
Normal file
@@ -0,0 +1,60 @@
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#ifndef PIXELDEFENSE_ENTITY_MAP_H
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#define PIXELDEFENSE_ENTITY_MAP_H
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#include <breeze.h>
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#include <flecs.h>
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#include "components.h"
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typedef struct EntityMapIndex {
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i32 minX, minY;
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i32 maxX, maxY;
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} EntityMapIndex;
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typedef struct EntityMapEntry {
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ecs_entity_t entity;
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i32 queryIdx;
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i32 entryID;
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EntityMapIndex index;
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} EntityMapEntry;
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typedef i32 EntityMapCell;
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typedef struct EntityMap {
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EntityMapEntry *entities;
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EntityMapCell *cells;
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i32 width;
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i32 height;
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i32 cellResolution;
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i32 cellDepth;
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} EntityMap;
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typedef struct EntityMapDesc {
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i32 maxWidth;
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i32 maxHeight;
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i32 cellResolution;
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i32 cellDepth;
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} EntityMapDesc;
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typedef struct EntityMapIter {
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EntityMap *entityMap;
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EntityMapEntry entry;
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EntityMapIndex index;
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i32 x;
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i32 y;
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i32 cellIdx;
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} EntityMapIter;
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EntityMap entityMapCreate(const EntityMapDesc *desc);
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void entityMapDestroy(EntityMap *entityMap);
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EntityMapEntry entityMapInsert(EntityMap *entityMap, ecs_entity_t entity, Position pos, Size size);
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void entityMapRemove(EntityMap *entityMap, EntityMapEntry entry);
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void entityMapRemoveID(EntityMap *entityMap, i32 entryID);
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EntityMapIter entityMapQueryIter(EntityMap *entityMap, Position pos, Size size);
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bool entityMapQueryNext(EntityMapIter *it);
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#endif //PIXELDEFENSE_ENTITY_MAP_H
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@@ -4,13 +4,15 @@
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#include <breeze.h>
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#include <breeze.h>
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#include <flecs.h>
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#include <flecs.h>
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#include "entity_map.h"
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typedef struct Game {
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typedef struct Game {
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Camera2D camera;
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Camera2D camera;
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BzTileset terrainTileset;
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BzTileset terrainTileset;
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BzTileset buildingsTileset;
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BzTileset buildingsTileset;
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BzTileset entitiesTileset;
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BzTileset entitiesTileset;
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BzTileMap map;
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BzTileMap map;
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ecs_entity_t *entityMap;
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EntityMap entityMap;
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f32 frameDuration;
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f32 frameDuration;
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Vector2 targetPos;
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Vector2 targetPos;
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ecs_entity_t entity;
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ecs_entity_t entity;
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@@ -93,6 +93,12 @@ bool init(void *userData) {
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
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.objectGroups[OBJECTS_GAME]=(BzTileObjectsDesc) {"Game"},
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
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.objectGroups[OBJECTS_ENTITIES]=(BzTileObjectsDesc ) {"Entities"}
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});
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});
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game->entityMap = entityMapCreate(&(EntityMapDesc) {
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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=10
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});
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_BUILDING_OWNER, initBuildingsLayer);
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@@ -48,7 +48,6 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->entityMap = bzCalloc(sizeof(*game->entityMap), layer->width * layer->height);
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BzTileLayer *ownershipLayer = layer;
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BzTileLayer *ownershipLayer = layer;
|
||||||
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
|
BzTileLayer *buildingLayer = bzTileMapGetLayer(map, LAYER_BUILDINGS);
|
||||||
@@ -76,12 +75,6 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
|
|||||||
ownerTile = getTileBuilding(ownerTile);
|
ownerTile = getTileBuilding(ownerTile);
|
||||||
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
|
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
|
||||||
|
|
||||||
for (i32 yIdx = y; yIdx < y + size.sizeY; yIdx++) {
|
|
||||||
for (i32 xIdx = x; xIdx < x + size.sizeX; xIdx++) {
|
|
||||||
game->entityMap[yIdx * layer->width + xIdx] = e;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//bzTileMapUpdateCollider(&GAME.map, x, y);
|
//bzTileMapUpdateCollider(&GAME.map, x, y);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -27,7 +27,7 @@ bool findPath(const PathfindingDesc *desc) {
|
|||||||
|
|
||||||
PathNode *heap = desc->heap;
|
PathNode *heap = desc->heap;
|
||||||
if (!heap) heap = bzHeapNew(PathNode, map->width * map->height);
|
if (!heap) heap = bzHeapNew(PathNode, map->width * map->height);
|
||||||
else bzHeapReset(heap);
|
else bzHeapClear(heap);
|
||||||
|
|
||||||
i32 toTargetCost = dst(desc->start, desc->target);
|
i32 toTargetCost = dst(desc->start, desc->target);
|
||||||
bzHeapPush(heap, (PathNode) {toTargetCost, 0, toTargetCost, desc->start});
|
bzHeapPush(heap, (PathNode) {toTargetCost, 0, toTargetCost, desc->start});
|
||||||
|
|||||||
@@ -10,6 +10,23 @@
|
|||||||
* Entity Systems
|
* Entity Systems
|
||||||
**********************************/
|
**********************************/
|
||||||
|
|
||||||
|
/*
|
||||||
|
* 0: Game (singleton)
|
||||||
|
*/
|
||||||
|
void entityRemoved(ecs_iter_t *it);
|
||||||
|
/*
|
||||||
|
* 0: Game (singleton)
|
||||||
|
*/
|
||||||
|
void entityAdded(ecs_iter_t *it);
|
||||||
|
|
||||||
|
/*
|
||||||
|
* 0: Game (singleton)
|
||||||
|
* 1: Position
|
||||||
|
* 2: MoveForce
|
||||||
|
*/
|
||||||
|
void entityUpdatePhysics(ecs_iter_t *it);
|
||||||
|
|
||||||
|
|
||||||
void renderEntities(ecs_iter_t *it);
|
void renderEntities(ecs_iter_t *it);
|
||||||
void updateAnimations(ecs_iter_t *it);
|
void updateAnimations(ecs_iter_t *it);
|
||||||
void updatePos(ecs_iter_t *it);
|
void updatePos(ecs_iter_t *it);
|
||||||
|
|||||||
@@ -5,6 +5,15 @@
|
|||||||
#include <math.h>
|
#include <math.h>
|
||||||
#include <raymath.h>
|
#include <raymath.h>
|
||||||
|
|
||||||
|
void entityRemoved(ecs_iter_t *it) {
|
||||||
|
|
||||||
|
}
|
||||||
|
void entityAdded(ecs_iter_t *it) {
|
||||||
|
|
||||||
|
}
|
||||||
|
void entityUpdatePhysics(ecs_iter_t *it) {
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
void updateAnimations(ecs_iter_t *it) {
|
void updateAnimations(ecs_iter_t *it) {
|
||||||
Game *game = ecs_singleton_get_mut(ECS, Game);
|
Game *game = ecs_singleton_get_mut(ECS, Game);
|
||||||
|
|||||||
Reference in New Issue
Block a user