Move system initialization in systems.c, properly delete all entities when unloading map
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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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