Fix bounds for inserting into spatial grid
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@@ -65,7 +65,7 @@ ecs_entity_t placeBuilding(Game *game, BuildingType type,
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ecs_set(ECS, building, Rotation, {0});
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &building,
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pos.x, pos.y,
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pos.x - size.x * 0.5f, pos.y - size.y * 0.5f,
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size.x, size.y);
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ecs_set_ptr(ECS, building, SpatialGridID, &gridID);
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ecs_set_ptr(ECS, building, Owner, &owner);
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@@ -14,7 +14,7 @@ ecs_entity_t entityCreateWorker(const Position position, Game *game) {
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set_ptr(ECS, e, Size, &size);
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BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
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position.x, position.y,
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position.x - size.x * 0.5f, position.y - size.y * 0.5f,
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size.x, size.y);
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ecs_set(ECS, e, SpatialGridID, { spatialID });
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ecs_set(ECS, e, Rotation, { 0.0f });
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@@ -61,7 +61,7 @@ void inputPrimaryAction(Game *game, InputState *input) {
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type = INPUT_SELECTED_UNITS;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Harvestable)))
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type = INPUT_SELECTED_OBJECT;
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Buildable)))
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else if (selectEntity(game->entityGrid, input->mouseDownWorld, ecs_id(Building)))
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type = INPUT_SELECTED_BUILDING;
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selectedCount = ecs_query_entity_count(input->queries.selected);
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if (selectedCount > 0) {
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