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15
game/main.c
15
game/main.c
@@ -108,8 +108,12 @@ bool init(void *userData) {
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game->stackAlloc = bzStackAllocCreate(10 * 1000 * 1000); // 10 MB
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// init pools
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game->pools.pathData = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize=sizeof(PathData),
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.objectsPerPage=512
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.objectSize = sizeof(PathData),
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.objectsPerPage = 512
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});
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game->pools.actions = bzObjectPoolCreate(&(BzObjectPoolDesc) {
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.objectSize = sizeof(UnitAction),
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.objectsPerPage = 1024,
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});
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@@ -171,7 +175,8 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
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//ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
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ECS_SYSTEM(ECS, updateUnitActions, EcsOnUpdate, UnitAction);
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//ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
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ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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@@ -213,6 +218,7 @@ void deinit(void *userData) {
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bzStackAllocDestroy(&gameCopy.stackAlloc);
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bzObjectPoolDestroy(gameCopy.pools.pathData);
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bzObjectPoolDestroy(gameCopy.pools.actions);
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bzSpatialGridDestroy(gameCopy.entityGrid);
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}
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@@ -271,7 +277,8 @@ void imguiRender(float dt, void *userData) {
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createWorker((Position) {1100, 400}, (Size) {10, 10}, game->entityGrid,
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&game->map.tilesets[2], 1322);
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}
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igText("Num paths from pool available: %llu", bzObjectPoolGetNumFree(game->pools.pathData));
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igText("PathData pool available: %llu", bzObjectPoolGetNumFree(game->pools.pathData));
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igText("Action pool available: %llu", bzObjectPoolGetNumFree(game->pools.actions));
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const char *inputState = "NONE";
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switch (input->state) {
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case INPUT_NONE:
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