Move system initialization in systems.c, properly delete all entities when unloading map
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@@ -15,6 +15,7 @@ add_executable(PixelDefense
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game/systems/s_event.c
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game/systems/s_input.c
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game/systems/s_ui.c
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game/systems/systems.c
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game/systems/systems.h
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game/buildings.c
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@@ -55,7 +55,7 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
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BZ_ASSERT(buildingTile != -1);
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// Create entity
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_entity_t e = entityCreate(ECS);
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ecs_set(ECS, e, TilePosition, { .x = tileX, .y = tileY });
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ecs_set(ECS, e, TileSize, { .sizeX = sizeX, .sizeY = sizeY });
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@@ -3,6 +3,8 @@
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#include "unit_ai.h"
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#include "unit_actions.h"
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ECS_TAG_DECLARE(GameEntity);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(TilePosition);
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@@ -38,6 +40,8 @@ ECS_TAG_DECLARE(Workable);
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ECS_TAG_DECLARE(Attackable);
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void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, GameEntity);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, TilePosition);
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@@ -6,6 +6,9 @@
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#include "game_tileset.h"
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// Needed, so we can clean up all game created entities
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extern ECS_TAG_DECLARE(GameEntity);
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typedef enum ResourceType {
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RES_IRON,
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RES_WOOD,
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@@ -190,5 +193,11 @@ extern ECS_TAG_DECLARE(Attackable);
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void initComponentIDs(ecs_world_t *ecs);
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static ecs_entity_t entityCreate(ecs_world_t *ecs) {
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ecs_entity_t entity = ecs_new_id(ecs);
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ecs_add_id(ecs, entity, GameEntity);
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return entity;
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}
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#endif //PIXELDEFENSE_COMPONENTS_H
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58
game/main.c
58
game/main.c
@@ -25,9 +25,6 @@ ECS_COMPONENT_DECLARE(InputState);
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BzUI *UI = NULL;
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ecs_world_t *ECS = NULL;
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static ecs_entity_t renderCollidersSystem;
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static ecs_entity_t renderDebugPathSystem;
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bool init(void *userData);
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void deinit(void *userData);
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@@ -86,6 +83,7 @@ void terrainRender(BzTileMap *map, BzTileLayer *layer) {
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}
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void unloadMap(Game *game) {
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ecs_delete_with(ECS, GameEntity);
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if (game->map.isValid) {
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bzTileMapDestroy(&game->map);
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game->map.isValid = false;
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@@ -134,21 +132,6 @@ void loadMap(Game *game, const char *path) {
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bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
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}
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ECS_DTOR(SpatialGridID, gridID, {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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bzSpatialGridRemove(game->entityGrid, *gridID);
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})
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ECS_DTOR(Path, path, {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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PathData *cur = path[i].paths;
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while (cur) {
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bzObjectPoolRelease(pool, cur);
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cur = cur->next;
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}
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})
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int cmpDrawData(const void *a, const void *b) {
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const DrawData *lhs = (DrawData *) a;
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const DrawData *rhs = (DrawData *) b;
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@@ -221,42 +204,9 @@ bool init(void *userData) {
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.texturePath="assets/game.png"
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});
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ecs_set_hooks(ECS, SpatialGridID, {
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.dtor = ecs_dtor(SpatialGridID)
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});
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ecs_set_hooks(ECS, Path, {
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.dtor = ecs_dtor(Path)
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});
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//setupSystems(ECS)
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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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, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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setupSystems();
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loadMap(game, "assets/maps/main_menu_01.tmj");
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renderDebugPathSystem = renderDebugPath;
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renderCollidersSystem = renderColliders;
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game->debugDraw.mapColliders = true;
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game->debugDraw.spatialGrid = true;
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@@ -269,6 +219,8 @@ void deinit(void *userData) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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unloadMap(game);
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// Destroy queries
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ecs_query_fini(input->queries.selected);
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ecs_query_fini(game->drawQuery);
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@@ -283,7 +235,6 @@ void deinit(void *userData) {
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game = &gameCopy;
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input = &inputCopy;
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unloadMap(game);
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bzTilesetDestroy(&game->tileset);
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bzStackAllocDestroy(&game->stackAlloc);
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@@ -454,6 +405,7 @@ static void renderMainMenu(Game *game, float dt) {
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});
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if (uiMainMenuButton("Play") || true) {
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game->screen = SCREEN_GAME;
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unloadMap(game);
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loadMap(game, "assets/maps/map_01.tmj");
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}
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if (uiMainMenuButton("Settings")) {
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@@ -44,8 +44,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
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*/
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bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
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//EntityArms arms = {
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// .left=ecs_new_id(ECS),
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// .right=ecs_new_id(ECS),
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// .left=createEntity(ECS),
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// .right=createEntity(ECS),
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//};
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//ecs_set_ptr(ECS, e, EntityArms, &arms);
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}
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@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
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const i32 tileWidth = map->tileWidth;
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const i32 tileHeight = map->tileHeight;
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_entity_t e = entityCreate(ECS);
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Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
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ecs_set_ptr(ECS, e, Size, &size);
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ecs_set(ECS, e, Position, {
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@@ -117,7 +117,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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f32 sizeY = tileset->tileHeight;
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f32 posX = layer->offsetX + x * sizeX;
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f32 posY = layer->offsetY + y * sizeY;
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_entity_t e = entityCreate(ECS);
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SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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@@ -137,7 +137,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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}
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ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
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ecs_entity_t e = ecs_new_id(ECS);
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ecs_entity_t e = entityCreate(ECS);
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ecs_set_ptr(ECS, e, Position, &position);
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ecs_set_ptr(ECS, e, Size, &size);
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BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
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56
game/systems/systems.c
Normal file
56
game/systems/systems.c
Normal file
@@ -0,0 +1,56 @@
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#include "systems.h"
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#include "../game_state.h"
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ecs_entity_t renderCollidersSystem;
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ecs_entity_t renderDebugPathSystem;
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ECS_DTOR(SpatialGridID, gridID, {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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bzSpatialGridRemove(game->entityGrid, *gridID);
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})
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ECS_DTOR(Path, path, {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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PathData *cur = path[i].paths;
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while (cur) {
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bzObjectPoolRelease(pool, cur);
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cur = cur->next;
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}
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})
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void setupSystems() {
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ecs_set_hooks(ECS, SpatialGridID, {
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.dtor = ecs_dtor(SpatialGridID)
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});
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ecs_set_hooks(ECS, Path, {
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.dtor = ecs_dtor(Path)
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});
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
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ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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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, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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renderDebugPathSystem = renderDebugPath;
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renderCollidersSystem = renderColliders;
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}
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@@ -163,29 +163,9 @@ void drawPlayerInputUI();
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* MISC
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**********************************/
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static void setupSystems(ecs_world_t *ecs) {
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extern ecs_entity_t renderCollidersSystem;
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extern ecs_entity_t renderDebugPathSystem;
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ECS_OBSERVER(ecs, entityPathRemove, EcsOnRemove, Path);
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ECS_SYSTEM(ecs, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
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ECS_SYSTEM(ecs, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
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ECS_SYSTEM(ecs, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
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ECS_SYSTEM(ecs, entityFollowPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ecs, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
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ECS_SYSTEM(ecs, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
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// Needs to be called after AI update, since it removes finished actions
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ECS_SYSTEM(ecs, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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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, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ecs, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ecs, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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}
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void setupSystems();
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#endif //PIXELDEFENSE_SYSTEMS_H
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