Update to use game_tileset.h
This commit is contained in:
10
game/main.c
10
game/main.c
@@ -1,9 +1,9 @@
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#include <rlImGui.h>
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#include "systems.h"
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#include "utils/building_types.h"
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#include "components.h"
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#include "game_state.h"
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#include "game_tileset.h"
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#include "input.h"
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#include "map_init.h"
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#include "map_layers.h"
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@@ -125,7 +125,7 @@ bool init(void *userData) {
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ECS_OBSERVER(ECS, entitySpatialRemove, EcsOnRemove, SpatialGridID);
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ECS_OBSERVER(ECS, entityPathRemove, EcsOnRemove, Path);
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ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
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//ECS_OBSERVER(ECS, entitySetAnimationState, EcsOnSet, Animation, AnimationType);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES, initTreesLayer);
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bzTileMapOverrideLayer(&game->map, LAYER_TREES2, initTreesLayer);
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@@ -143,8 +143,8 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, entityHarvestTaskSystem, EcsOnUpdate, Position, Rotation, HarvestTask);
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ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
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ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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//ECS_SYSTEM(ECS, entityUpdateAnimationState, EcsOnUpdate, Velocity, AnimationType);
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//ECS_SYSTEM(ECS, entityUpdateAnimation, EcsOnUpdate, Animation, TextureRegion);
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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@@ -305,7 +305,7 @@ void imguiRender(float dt, void *userData) {
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igText("Population: %lld", game->resources.pop);
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}
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if (igCollapsingHeader_TreeNodeFlags("BuildMenu", 0)) {
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for (int i = 0; i < BUILDINGS_COUNT; i++) {
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for (int i = 0; i < BUILDING_COUNT; i++) {
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if (igSelectable_Bool(getBuildingStr(i), input->building == i, 0, (ImVec2){0, 0}))
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input->building = i;
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}
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