Add basic movement
This commit is contained in:
Binary file not shown.
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
@@ -28,6 +28,8 @@ typedef f32 Health;
|
||||
typedef struct TextureRegion {
|
||||
Texture2D texture;
|
||||
Rectangle rec;
|
||||
bool flipX;
|
||||
bool flipY;
|
||||
} TextureRegion;
|
||||
|
||||
typedef enum AnimationType {
|
||||
|
||||
@@ -12,6 +12,8 @@ typedef struct Game {
|
||||
BzTileMap map;
|
||||
int selectedBuilding;
|
||||
ecs_entity_t *entityMap;
|
||||
f32 frameDuration;
|
||||
Vector2 targetPos;
|
||||
} Game;
|
||||
|
||||
extern Game *GAME;
|
||||
|
||||
@@ -85,6 +85,7 @@ bool init(Game *game) {
|
||||
|
||||
ECS_SYSTEM(ECS, updateAnimations, EcsOnUpdate, Animation, TextureRegion);
|
||||
ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion);
|
||||
ECS_SYSTEM(ECS, updatePos, EcsOnUpdate, Position, TextureRegion);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -119,6 +120,8 @@ void update(float dt, Game *game) {
|
||||
game->camera.zoom += ((float) GetMouseWheelMove() * 0.05f);
|
||||
|
||||
Vector2 worldPos = GetScreenToWorld2D(GetMousePosition(), game->camera);
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
game->targetPos = worldPos;
|
||||
int tileX = (int) worldPos.x / 16;
|
||||
int tileY = (int) worldPos.y / 16;
|
||||
|
||||
@@ -165,7 +168,7 @@ void imguiRender(float dt, Game *game) {
|
||||
|
||||
}
|
||||
if (igCollapsingHeader_TreeNodeFlags("Entities", 0)) {
|
||||
|
||||
igSliderFloat("Frame duration", &game->frameDuration, 0.0f, 1.0f, NULL, 0);
|
||||
}
|
||||
igEnd();
|
||||
igShowDemoWindow(NULL);
|
||||
|
||||
@@ -37,12 +37,12 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
|
||||
ecs_set(ECS, e, Animation, {
|
||||
.firstFrame=(TextureRegion) {
|
||||
objectTileset->tiles,
|
||||
bzTilesetGetTileRegion(objectTileset, object.gid)
|
||||
bzTilesetGetTileRegion(objectTileset, object.gid + 1)
|
||||
},
|
||||
.currAnimation=ANIMATION_IDLE,
|
||||
.currFrame=0,
|
||||
.frameCount=2,
|
||||
.frameDuration=0.36f
|
||||
.frameCount=4,
|
||||
.frameDuration=0.20f
|
||||
});
|
||||
}
|
||||
return true;
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
#include "systems.h"
|
||||
|
||||
#include "../game_state.h"
|
||||
|
||||
void updateAnimations(ecs_iter_t *it) {
|
||||
Animation *anim = ecs_field(it, Animation, 1);
|
||||
TextureRegion *t = ecs_field(it, TextureRegion, 2);
|
||||
@@ -7,6 +9,7 @@ void updateAnimations(ecs_iter_t *it) {
|
||||
float dt = GetFrameTime();
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
anim[i].frameDuration = GAME->frameDuration;
|
||||
anim[i].elapsed += dt;
|
||||
if (anim[i].elapsed < anim[i].frameDuration) continue;
|
||||
|
||||
|
||||
@@ -9,6 +9,9 @@ void renderEntities(ecs_iter_t *it) {
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
|
||||
Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
|
||||
DrawTexturePro(t[i].texture, t[i].rec, dst, origin, r[i], WHITE);
|
||||
Rectangle src = t[i].rec;
|
||||
if (t[i].flipX) src.width *= -1.0f;
|
||||
if (t[i].flipY) src.height *= -1.0f;
|
||||
DrawTexturePro(t[i].texture, src, dst, origin, r[i], WHITE);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,4 +8,38 @@
|
||||
void renderEntities(ecs_iter_t *it);
|
||||
void updateAnimations(ecs_iter_t *it);
|
||||
|
||||
#include "../game_state.h"
|
||||
#include <math.h>
|
||||
#include <raymath.h>
|
||||
static void updatePos(ecs_iter_t *it) {
|
||||
Position *pos = ecs_field(it, Position, 1);
|
||||
TextureRegion *t = ecs_field(it, TextureRegion, 2);
|
||||
|
||||
Vector2 target = GAME->targetPos;
|
||||
if (target.x == 0 && target.y == 0) return;
|
||||
|
||||
for (i32 i = 0; i < it->count; i++) {
|
||||
target = Vector2Subtract(target, pos[i]);
|
||||
float dX = 0, dY = 0;
|
||||
if (target.x > 0) dX = 1;
|
||||
else if (target.x < 0) dX = -1;
|
||||
if (target.y > 0) dY = 1;
|
||||
else if (target.y < 0) dY = -1;
|
||||
|
||||
dX *= 20;
|
||||
dY *= 20;
|
||||
|
||||
if (Vector2Length(target) < 1) continue;
|
||||
|
||||
pos[i].x += dX * it->delta_time;
|
||||
pos[i].y += dY * it->delta_time;
|
||||
|
||||
f32 ddx = GAME->targetPos.x - pos[i].x;
|
||||
if (ddx < 0) ddx *= -1.0f;
|
||||
|
||||
if (ddx > 5)
|
||||
t[i].flipX = dX < 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endif //PIXELDEFENSE_SYSTEMS_H
|
||||
|
||||
Binary file not shown.
Binary file not shown.
|
Before Width: | Height: | Size: 19 KiB After Width: | Height: | Size: 19 KiB |
Reference in New Issue
Block a user