Move flecs out of engine, reorganize systems
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@@ -10,23 +10,39 @@
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* Entity Systems
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**********************************/
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/*
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* 0: Game (singleton)
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*/
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void entityRemoved(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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*/
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void entityAdded(ecs_iter_t *it);
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/*
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/* Observer (for unregistering collision)
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* 0: Game (singleton)
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* 1: Position
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* 2: Size
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* 3: MoveForce
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* 4: SpatialGridID
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* 3: SpatialGridID
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*/
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void entityUpdatePhysics(ecs_iter_t *it);
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void entitySpatialRemoved(ecs_iter_t *it);
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/* Observer (for releasing path objects)
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* 0: Game (singleton)l for object pool
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* 1: Path
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*/
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void pathRemoved(ecs_iter_t *it);
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/*
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* 0: Game (singleton) for collisions
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* 1: Position
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* 2: Rotation
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* 3: Velocity
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* 4: AngularVelocity
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* 5: SteeringOutput
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*/
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void entityUpdateKinematic(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: Rotation
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* 3: Velocity
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* 4: AngularVelocity
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* 5: SteeringOutput
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* 6: Path
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*/
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void entityFollowPath(ecs_iter_t *it);
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/*
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* 0:
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@@ -41,13 +57,9 @@ void renderEntities(ecs_iter_t *it);
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*/
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void renderColliders(ecs_iter_t *it);
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//void renderEntities(ecs_iter_t *it);
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void updateAnimations(ecs_iter_t *it);
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void updatePos(ecs_iter_t *it);
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void targetFinish(ecs_iter_t *it);
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void startPath(ecs_iter_t *it);
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void drawDebugPath(ecs_iter_t *it);
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void uiTask(ecs_iter_t *it);
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/*
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* 1: Path
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*/
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void renderDebugPath(ecs_iter_t *it);
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#endif //PIXELDEFENSE_SYSTEMS_H
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