Move flecs out of engine, reorganize systems

This commit is contained in:
2023-11-17 20:29:51 +01:00
parent 2167d10501
commit 5cbb7b6c94
7 changed files with 130 additions and 157 deletions

View File

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