Add hitboxes
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@@ -31,12 +31,6 @@ bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game)
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}
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static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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for (i32 i = 0; i < it->count; i++) {
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@@ -101,13 +95,18 @@ void entityUnConsumePopCapacity(ecs_iter_t *it) {
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void entityUpdateSpatialID(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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Position *size = ecs_field(it, Size, 2);
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//Velocity *velocity = ecs_field(it, Velocity, 3);
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HitBox *hitbox = ecs_field(it, HitBox, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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SpatialGridID *id = ecs_field(it, SpatialGridID, 4);
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BZ_UNUSED(velocity);
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for (i32 i = 0; i < it->count; i++) {
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Position pos = getBottomLeftPos(position[i], size[i]);
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bzSpatialGridUpdate(game->entityGrid, id[i], pos.x, pos.y, size[i].x, size[i].y);
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Rectangle rec = {
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position[i].x + hitbox[i].x,
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position[i].y + hitbox[i].y,
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hitbox[i].width, hitbox[i].height
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};
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bzSpatialGridUpdate(game->entityGrid, id[i], rec.x, rec.y, rec.width, rec.height);
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}
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}
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@@ -225,12 +224,13 @@ void entityUpdateArms(ecs_iter_t *it) {
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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HitBox *hitbox = ecs_field(it, HitBox , 2);
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for (i32 i = 0; i < it->count; i++) {
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f32 posX = pos[i].x - size[i].x * 0.5f;
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f32 posY = pos[i].y - size[i].y * 0.5f;
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DrawRectangleLines(posX, posY, size[i].x, size[i].y, RED);
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HitBox hb = hitbox[i];
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hb.x += pos[i].x;
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hb.y += pos[i].y;
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DrawRectangleLinesEx(hb, 1.0f, RED);
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}
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}
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@@ -16,8 +16,8 @@ void selectUnits(BzSpatialGrid *entityGrid, Rectangle area, Player player);
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void addEntityToInspected(ecs_entity_t entity, Game *game);
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size));
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static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos));
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static void iterRemovePaths(ecs_entity_t entity, Position *pos);
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void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces);
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@@ -305,23 +305,27 @@ void drawPlayerInputUIGround() {
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rlSetLineWidth(2.0f);
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while (ecs_query_next(&it)) {
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Position *pos = ecs_field(&it, Position, 1);
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Size *size = ecs_field(&it, Size, 2);
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HitBox *hitbox = ecs_field(&it, HitBox , 2);
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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f32 radius = BZ_MIN(size[i].x, size[i].y);
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radius *= 0.5f;
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f32 radius = BZ_MAX(hitbox[i].width, hitbox[i].height);
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radius *= 0.8f;
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const f32 lineThickness = 1.0f;
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if (ecs_has(ECS, entity, Building)) {
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const f32 padding = 2.0f;
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Rectangle bounds = {
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pos[i].x - size[i].x * 0.5f - padding,
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pos[i].y - size[i].y * 0.5f - padding,
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size[i].x + padding * 2,
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size[i].y + padding * 2,
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pos[i].x + hitbox[i].x - padding,
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pos[i].y - hitbox[i].y - padding,
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hitbox[i].width + padding * 2,
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hitbox[i].height + padding * 2,
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};
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DrawRectangleLinesEx(bounds, lineThickness, GREEN);
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} else {
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DrawRing(pos[i], radius, radius + lineThickness, 0, 360, 12, GREEN);
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Position center = {
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pos[i].x + hitbox[i].x + hitbox[i].width * 0.5f,
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pos[i].y + hitbox[i].y + hitbox[i].height * 0.5f,
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};
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DrawRing(center, radius, radius + lineThickness, 0, 360, 12, GREEN);
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}
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}
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}
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@@ -367,10 +371,10 @@ ecs_entity_t queryEntity(BzSpatialGrid *entityGrid, Vector2 point, ecs_entity_t
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if (!ecs_has_id(ECS, entity, Selectable)) continue;
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if (!ecs_has_id(ECS, entity, tag)) continue;
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Vector2 pos;
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Rectangle bounds;
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if (!getEntityBounds(entity, &pos, NULL, &bounds)) continue;
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Rectangle hitbox;
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if (!getEntityHitBox(entity, &pos, &hitbox)) continue;
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if (!CheckCollisionPointRec(point, bounds)) continue;
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if (!CheckCollisionPointRec(point, hitbox)) continue;
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f32 curDst = Vector2Distance(point, pos);
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if (closestDst > curDst) {
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@@ -405,10 +409,10 @@ void selectUnits(BzSpatialGrid *entityGrid, Rectangle area, Player player) {
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if (owner.player != player) continue;
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}
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if (!ecs_has_id(ECS, entity, ecs_id(Unit))) continue;
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Rectangle bounds;
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if (!getEntityBounds(entity, NULL, NULL, &bounds)) continue;
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Rectangle hitbox;
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if (!getEntityHitBox(entity, NULL, &hitbox)) continue;
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if (!CheckCollisionRecs(area, bounds)) continue;
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if (!CheckCollisionRecs(area, hitbox)) continue;
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ecs_add(ECS, entity, Selected);
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}
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}
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@@ -463,20 +467,19 @@ void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTil
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}
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}
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos, Size *size)) {
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static void iterateSelectedUnits(ecs_query_t *query, void (*fn)(ecs_entity_t entity, Position *pos)) {
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ecs_iter_t it = ecs_query_iter(ECS, query);
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while (ecs_iter_next(&it)) {
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Position *pos = ecs_field(&it, Position, 1);
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Size *size = ecs_field(&it, Size, 2);
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for (i32 i = 0; i < it.count; i++) {
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ecs_entity_t entity = it.entities[i];
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fn(entity, pos + i, size + i);
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fn(entity, pos + i);
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}
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}
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}
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static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size) {
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static void iterRemovePaths(ecs_entity_t entity, Position *pos) {
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ecs_remove(ECS, entity, Path);
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}
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@@ -2,37 +2,25 @@
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#include "../game_state.h"
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Rectangle calculateEntityBounds(Position pos, Size size) {
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return (Rectangle) {
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pos.x - size.x * 0.5f,
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pos.y - size.x * 0.5f,
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size.x, size.y
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};
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}
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bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
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bool getEntityHitBox(ecs_entity_t entity, Position *outPos, Rectangle *outHitBox) {
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if (!ecs_is_alive(ECS, entity))
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return false;
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const Position *pos = ecs_get(ECS, entity, Position);
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if (!pos)
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return false;
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const Size *size = ecs_get(ECS, entity, Size);
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if (!size)
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return false;
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if (outPos) {
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if (outPos)
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*outPos = *pos;
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const HitBox *hitbox = ecs_get(ECS, entity, HitBox);
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if (!hitbox)
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return false;
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if (outHitBox) {
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*outHitBox = *hitbox;
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outHitBox->x += pos->x;
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outHitBox->y += pos->y;
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}
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if (outSize) {
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*outSize = *size;
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}
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if (outBounds) {
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*outBounds = (Rectangle) {
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pos->x - size->x * 0.5f,
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pos->y - size->y * 0.5f,
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size->x, size->y
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};
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}
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return true;
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}
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@@ -115,7 +103,7 @@ void setupSystems() {
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ECS_OBSERVER(ECS, entityConsumePopCapacity, EcsOnSet, ConsumePopCapacity, Owner);
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ECS_OBSERVER(ECS, entityUnConsumePopCapacity, EcsOnRemove, ConsumePopCapacity, Owner);
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
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@@ -126,11 +114,11 @@ void setupSystems() {
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ECS_SYSTEM(ECS, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
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ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, HitBox, Rotation);
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
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ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
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ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm);
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@@ -91,7 +91,7 @@ void entityUnConsumePopCapacity(ecs_iter_t *it);
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/*
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* 0: Game (singleton) for entity map
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* 1: Position
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* 2: Size
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* 2: HitBox
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* 3: Velocity (only entities with velocity change position)
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* 4: SpatialGridID
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*/
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@@ -132,7 +132,7 @@ void entityUpdateArms(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: Size
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* 2: HitBox
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*/
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void renderColliders(ecs_iter_t *it);
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@@ -199,8 +199,7 @@ void drawSettingsUI(Game *game, f32 dt);
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* Utils
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**********************************/
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Rectangle calculateEntityBounds(Position pos, Size size);
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bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds);
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bool getEntityHitBox(ecs_entity_t entity, Position *outPos, Rectangle *outHitBox);
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/**********************************
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* MISC
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