Update to use game_tileset.h

This commit is contained in:
2023-12-13 15:37:41 +01:00
parent 20aee8ffae
commit ce519fe409
14 changed files with 411 additions and 374 deletions

View File

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