Add hitboxes

This commit is contained in:
2024-01-28 11:00:32 +01:00
parent 0a4c1fd154
commit a61768e912
15 changed files with 494 additions and 200 deletions

View File

@@ -2,37 +2,25 @@
#include "../game_state.h"
Rectangle calculateEntityBounds(Position pos, Size size) {
return (Rectangle) {
pos.x - size.x * 0.5f,
pos.y - size.x * 0.5f,
size.x, size.y
};
}
bool getEntityBounds(ecs_entity_t entity, Position *outPos, Size *outSize, Rectangle *outBounds) {
bool getEntityHitBox(ecs_entity_t entity, Position *outPos, Rectangle *outHitBox) {
if (!ecs_is_alive(ECS, entity))
return false;
const Position *pos = ecs_get(ECS, entity, Position);
if (!pos)
return false;
const Size *size = ecs_get(ECS, entity, Size);
if (!size)
return false;
if (outPos) {
if (outPos)
*outPos = *pos;
const HitBox *hitbox = ecs_get(ECS, entity, HitBox);
if (!hitbox)
return false;
if (outHitBox) {
*outHitBox = *hitbox;
outHitBox->x += pos->x;
outHitBox->y += pos->y;
}
if (outSize) {
*outSize = *size;
}
if (outBounds) {
*outBounds = (Rectangle) {
pos->x - size->x * 0.5f,
pos->y - size->y * 0.5f,
size->x, size->y
};
}
return true;
}
@@ -115,7 +103,7 @@ void setupSystems() {
ECS_OBSERVER(ECS, entityConsumePopCapacity, EcsOnSet, ConsumePopCapacity, Owner);
ECS_OBSERVER(ECS, entityUnConsumePopCapacity, EcsOnRemove, ConsumePopCapacity, Owner);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, HitBox, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Velocity, Steering, Unit);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Velocity, TargetPosition, Steering);
@@ -126,11 +114,11 @@ void setupSystems() {
ECS_SYSTEM(ECS, updateAnimationState, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, updateAnimation, EcsOnUpdate, Animation, TextureRegion);
ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, Size, Rotation);
ECS_SYSTEM(ECS, updateEasingSystem, EcsOnUpdate, Easing, Position, HitBox, Rotation);
ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, HitBox);
ECS_SYSTEM(ECS, renderOrientationDirection, EcsOnUpdate, Position, Orientation);
ECS_SYSTEM(ECS, renderArmPosition, EcsOnUpdate, Position, Arm);