Add destructor for SpatialGridID and Path, remove unused Animation code

This commit is contained in:
2023-12-29 09:06:53 +01:00
parent 0c9fae7781
commit 6e2c68cb70
4 changed files with 25 additions and 100 deletions

View File

@@ -133,6 +133,20 @@ void loadMap(Game *game, const char *path) {
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
}
ECS_DTOR(SpatialGridID, gridID, {
Game *game = ecs_singleton_get_mut(ECS, Game);
bzSpatialGridRemove(game->entityGrid, *gridID);
})
ECS_DTOR(Path, path, {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzObjectPool *pool = game->pools.pathData;
PathData *cur = path[i].paths;
while (cur) {
bzObjectPoolRelease(pool, cur);
cur = cur->next;
}
})
bool init(void *userData) {
BZ_UNUSED(userData);
@@ -185,10 +199,14 @@ bool init(void *userData) {
.path="assets/game.tsj",
.texturePath="assets/game.png"
});
loadMap(game, "assets/maps/main_menu_01.tmj");
ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, SpatialGridID);
ecs_set_hooks(ECS, SpatialGridID, {
.dtor = ecs_dtor(SpatialGridID)
});
ecs_set_hooks(ECS, Path, {
.dtor = ecs_dtor(Path)
});
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
@@ -217,6 +235,8 @@ bool init(void *userData) {
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
loadMap(game, "assets/maps/main_menu_01.tmj");
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;