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

This commit is contained in:
2023-12-29 17:18:06 +01:00
parent 5190c86316
commit cc66f15131
8 changed files with 84 additions and 82 deletions

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@@ -15,6 +15,7 @@ add_executable(PixelDefense
game/systems/s_event.c
game/systems/s_input.c
game/systems/s_ui.c
game/systems/systems.c
game/systems/systems.h
game/buildings.c

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@@ -55,7 +55,7 @@ ecs_entity_t placeBuilding(BzTileMap *map, BuildingType type, BzTile tileX, BzTi
BZ_ASSERT(buildingTile != -1);
// Create entity
ecs_entity_t e = ecs_new_id(ECS);
ecs_entity_t e = entityCreate(ECS);
ecs_set(ECS, e, TilePosition, { .x = tileX, .y = tileY });
ecs_set(ECS, e, TileSize, { .sizeX = sizeX, .sizeY = sizeY });

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@@ -3,6 +3,8 @@
#include "unit_ai.h"
#include "unit_actions.h"
ECS_TAG_DECLARE(GameEntity);
ECS_COMPONENT_DECLARE(Resource);
ECS_COMPONENT_DECLARE(TilePosition);
@@ -38,6 +40,8 @@ ECS_TAG_DECLARE(Workable);
ECS_TAG_DECLARE(Attackable);
void initComponentIDs(ecs_world_t *ecs) {
ECS_TAG_DEFINE(ecs, GameEntity);
ECS_COMPONENT_DEFINE(ecs, Resource);
ECS_COMPONENT_DEFINE(ecs, TilePosition);

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@@ -6,6 +6,9 @@
#include "game_tileset.h"
// Needed, so we can clean up all game created entities
extern ECS_TAG_DECLARE(GameEntity);
typedef enum ResourceType {
RES_IRON,
RES_WOOD,
@@ -190,5 +193,11 @@ extern ECS_TAG_DECLARE(Attackable);
void initComponentIDs(ecs_world_t *ecs);
static ecs_entity_t entityCreate(ecs_world_t *ecs) {
ecs_entity_t entity = ecs_new_id(ecs);
ecs_add_id(ecs, entity, GameEntity);
return entity;
}
#endif //PIXELDEFENSE_COMPONENTS_H

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@@ -25,9 +25,6 @@ ECS_COMPONENT_DECLARE(InputState);
BzUI *UI = NULL;
ecs_world_t *ECS = NULL;
static ecs_entity_t renderCollidersSystem;
static ecs_entity_t renderDebugPathSystem;
bool init(void *userData);
void deinit(void *userData);
@@ -86,6 +83,7 @@ void terrainRender(BzTileMap *map, BzTileLayer *layer) {
}
void unloadMap(Game *game) {
ecs_delete_with(ECS, GameEntity);
if (game->map.isValid) {
bzTileMapDestroy(&game->map);
game->map.isValid = false;
@@ -134,21 +132,6 @@ void loadMap(Game *game, const char *path) {
bzTileMapOverrideObjectGroup(&game->map, OBJECTS_ENTITIES, initEntityObjectsLayer);
}
ECS_DTOR(SpatialGridID, gridID, {
Game *game = ecs_singleton_get_mut(ECS, Game);
bzSpatialGridRemove(game->entityGrid, *gridID);
})
ECS_DTOR(Path, path, {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzObjectPool *pool = game->pools.pathData;
PathData *cur = path[i].paths;
while (cur) {
bzObjectPoolRelease(pool, cur);
cur = cur->next;
}
})
int cmpDrawData(const void *a, const void *b) {
const DrawData *lhs = (DrawData *) a;
const DrawData *rhs = (DrawData *) b;
@@ -221,42 +204,9 @@ bool init(void *userData) {
.texturePath="assets/game.png"
});
ecs_set_hooks(ECS, SpatialGridID, {
.dtor = ecs_dtor(SpatialGridID)
});
ecs_set_hooks(ECS, Path, {
.dtor = ecs_dtor(Path)
});
//setupSystems(ECS)
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
setupSystems();
loadMap(game, "assets/maps/main_menu_01.tmj");
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;
game->debugDraw.mapColliders = true;
game->debugDraw.spatialGrid = true;
@@ -269,6 +219,8 @@ void deinit(void *userData) {
Game *game = ecs_singleton_get_mut(ECS, Game);
InputState *input = ecs_singleton_get_mut(ECS, InputState);
unloadMap(game);
// Destroy queries
ecs_query_fini(input->queries.selected);
ecs_query_fini(game->drawQuery);
@@ -283,7 +235,6 @@ void deinit(void *userData) {
game = &gameCopy;
input = &inputCopy;
unloadMap(game);
bzTilesetDestroy(&game->tileset);
bzStackAllocDestroy(&game->stackAlloc);
@@ -454,6 +405,7 @@ static void renderMainMenu(Game *game, float dt) {
});
if (uiMainMenuButton("Play") || true) {
game->screen = SCREEN_GAME;
unloadMap(game);
loadMap(game, "assets/maps/map_01.tmj");
}
if (uiMainMenuButton("Settings")) {

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@@ -44,8 +44,8 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
*/
bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
//EntityArms arms = {
// .left=ecs_new_id(ECS),
// .right=ecs_new_id(ECS),
// .left=createEntity(ECS),
// .right=createEntity(ECS),
//};
//ecs_set_ptr(ECS, e, EntityArms, &arms);
}
@@ -76,7 +76,7 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = ecs_new_id(ECS);
ecs_entity_t e = entityCreate(ECS);
Size size = {.x = tileSize.sizeX * tileWidth, .y = tileSize.sizeY * tileHeight };
ecs_set_ptr(ECS, e, Size, &size);
ecs_set(ECS, e, Position, {
@@ -117,7 +117,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
f32 sizeY = tileset->tileHeight;
f32 posX = layer->offsetX + x * sizeX;
f32 posY = layer->offsetY + y * sizeY;
ecs_entity_t e = ecs_new_id(ECS);
ecs_entity_t e = entityCreate(ECS);
SpatialGridID gridID = bzSpatialGridInsert(game->entityGrid, &e, posX, posY, sizeX, sizeY);
ecs_set(ECS, e, SpatialGridID, {gridID});
posX += sizeX * 0.5f;
@@ -137,7 +137,7 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
}
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
ecs_entity_t e = ecs_new_id(ECS);
ecs_entity_t e = entityCreate(ECS);
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,

56
game/systems/systems.c Normal file
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@@ -0,0 +1,56 @@
#include "systems.h"
#include "../game_state.h"
ecs_entity_t renderCollidersSystem;
ecs_entity_t renderDebugPathSystem;
ECS_DTOR(SpatialGridID, gridID, {
Game *game = ecs_singleton_get_mut(ECS, Game);
bzSpatialGridRemove(game->entityGrid, *gridID);
})
ECS_DTOR(Path, path, {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzObjectPool *pool = game->pools.pathData;
PathData *cur = path[i].paths;
while (cur) {
bzObjectPoolRelease(pool, cur);
cur = cur->next;
}
})
void setupSystems() {
ecs_set_hooks(ECS, SpatialGridID, {
.dtor = ecs_dtor(SpatialGridID)
});
ecs_set_hooks(ECS, Path, {
.dtor = ecs_dtor(Path)
});
ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
ECS_SYSTEM(ECS, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ECS, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
ECS_SYSTEM(ECS, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ECS, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ECS, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ECS, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
renderDebugPathSystem = renderDebugPath;
renderCollidersSystem = renderColliders;
}

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@@ -163,29 +163,9 @@ void drawPlayerInputUI();
* MISC
**********************************/
static void setupSystems(ecs_world_t *ecs) {
extern ecs_entity_t renderCollidersSystem;
extern ecs_entity_t renderDebugPathSystem;
ECS_OBSERVER(ecs, entityPathRemove, EcsOnRemove, Path);
ECS_SYSTEM(ecs, entityUpdateSpatialID, EcsOnUpdate, Position, Size, Velocity, SpatialGridID);
ECS_SYSTEM(ecs, entityUpdateKinematic, EcsOnUpdate, Position, Rotation, Velocity, Steering);
ECS_SYSTEM(ecs, entityMoveToTarget, EcsOnUpdate, Position, Rotation, Velocity, TargetPosition, Steering);
ECS_SYSTEM(ecs, entityFollowPath, EcsOnUpdate, Path);
ECS_SYSTEM(ecs, handleUnitActionsSystem, EcsOnUpdate, UnitAction);
ECS_SYSTEM(ecs, updateUnitAISystem, EcsOnUpdate, UnitAI, UnitAction);
// Needs to be called after AI update, since it removes finished actions
ECS_SYSTEM(ecs, updateUnitActionsSystem, EcsOnUpdate, UnitAction);
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, renderDebugPath, EcsOnUpdate, Path);
ECS_SYSTEM(ecs, renderColliders, EcsOnUpdate, Position, Size);
ECS_SYSTEM(ecs, renderRotationDirection, EcsOnUpdate, Position, Rotation);
}
void setupSystems();
#endif //PIXELDEFENSE_SYSTEMS_H