Add draw sorting based on Y position
This commit is contained in:
@@ -3,10 +3,6 @@
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#include "unit_ai.h"
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#include "unit_actions.h"
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ECS_TAG_DECLARE(TextureTerrain);
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ECS_TAG_DECLARE(TextureBuildings);
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ECS_TAG_DECLARE(TextureEntities);
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ECS_COMPONENT_DECLARE(Resource);
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ECS_COMPONENT_DECLARE(TilePosition);
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@@ -42,10 +38,6 @@ ECS_TAG_DECLARE(Attackable);
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ECS_COMPONENT_DECLARE(Storage);
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void initComponentIDs(ecs_world_t *ecs) {
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ECS_TAG_DEFINE(ecs, TextureTerrain);
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ECS_TAG_DEFINE(ecs, TextureBuildings);
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ECS_TAG_DEFINE(ecs, TextureEntities);
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ECS_COMPONENT_DEFINE(ecs, Resource);
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ECS_COMPONENT_DEFINE(ecs, TilePosition);
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@@ -6,11 +6,6 @@
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#include "game_tileset.h"
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extern ECS_TAG_DECLARE(TextureTerrain);
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extern ECS_TAG_DECLARE(TextureBuildings);
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extern ECS_TAG_DECLARE(TextureEntities);
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typedef enum ResourceType {
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RES_IRON,
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RES_WOOD,
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@@ -39,6 +39,8 @@ typedef struct Game {
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bool spatialGrid;
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} debugDraw;
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f32 elapsed;
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ecs_query_t *drawQuery;
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} Game;
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extern ecs_world_t *ECS;
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50
game/main.c
50
game/main.c
@@ -148,6 +148,18 @@ ECS_DTOR(Path, path, {
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}
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})
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int cmpPos(ecs_entity_t e1, const void *v1, ecs_entity_t e2, const void *v2) {
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const Position *pos1 = v1;
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const Position *pos2 = v2;
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// NOTE: entities with lower Y are in front
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f32 dif = pos2->y - pos1->y;
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int cmpVal = 0;
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if (dif < 0) cmpVal = 1;
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else if (dif > 0) cmpVal = -1;
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return cmpVal;
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}
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bool init(void *userData) {
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BZ_UNUSED(userData);
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SetExitKey(0);
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@@ -167,6 +179,16 @@ bool init(void *userData) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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game->screen = SCREEN_MAIN_MENU;
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game->font = LoadFontEx("assets/fonts/CompassPro.ttf", 92, NULL, 0);
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game->drawQuery = ecs_query(ECS, {
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.filter.terms = {
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{ ecs_id(Position) },
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{ ecs_id(Size) },
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{ ecs_id(Rotation) },
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{ ecs_id(TextureRegion) }
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},
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.order_by_component = ecs_id(Position),
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.order_by = cmpPos
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});
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ECS_COMPONENT_DEFINE(ECS, InputState);
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ecs_singleton_set(ECS, InputState, {});
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@@ -228,12 +250,12 @@ bool init(void *userData) {
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ECS_SYSTEM(ECS, renderDebugPath, EcsOnUpdate, Path);
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ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain);
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ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings);
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ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
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//ECS_SYSTEM(ECS, renderTerrain, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureTerrain);
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//ECS_SYSTEM(ECS, renderBuildings, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureBuildings);
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//ECS_SYSTEM(ECS, renderEntities, EcsOnUpdate, Position, Size, Rotation, TextureRegion, TextureEntities);
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ECS_SYSTEM(ECS, renderColliders, EcsOnUpdate, Position, Size);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation, TextureEntities);
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ECS_SYSTEM(ECS, renderRotationDirection, EcsOnUpdate, Position, Rotation);
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loadMap(game, "assets/maps/main_menu_01.tmj");
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@@ -253,6 +275,7 @@ void deinit(void *userData) {
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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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Game gameCopy = *game;
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InputState inputCopy = *input;
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@@ -314,9 +337,26 @@ static void renderGame(Game *game, float dt) {
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ClearBackground(RAYWHITE);
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BeginMode2D(game->camera);
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// Map
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bzTileMapDraw(&game->map);
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// Ground UI
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drawPlayerInputUIGround();
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// Entities
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ecs_iter_t it = ecs_query_iter(ECS, game->drawQuery);
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while (ecs_iter_next(&it)) {
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Position *p = ecs_field(&it, Position, 1);
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Size *s = ecs_field(&it, Size, 2);
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Rotation *r = ecs_field(&it, Rotation, 3);
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TextureRegion *t = ecs_field(&it, TextureRegion, 4);
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for (i32 i = 0; i < it.count; i++) {
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Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
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Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
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Rectangle src = t[i].rec;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
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}
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}
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ecs_progress(ECS, dt);
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ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
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@@ -122,7 +122,6 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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ecs_set(ECS, e, SpatialGridID, {gridID});
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posX += sizeX * 0.5f;
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posY += sizeY * 0.5f;
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ecs_add(ECS, e, TextureTerrain);
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ecs_set(ECS, e, Position, {posX, posY});
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ecs_set(ECS, e, Size, {sizeX, sizeY});
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ecs_set(ECS, e, Rotation, {0});
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@@ -139,7 +138,6 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
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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_add(ECS, e, TextureEntities);
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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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@@ -94,13 +94,6 @@ void entityUpdateAnimationState(ecs_iter_t *it);
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void entityUpdateAnimation(ecs_iter_t *it);
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/*
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* 0:
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*/
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void renderTerrain(ecs_iter_t *it);
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void renderBuildings(ecs_iter_t *it);
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void renderEntities(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: Size
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@@ -208,34 +208,6 @@ void entityUpdateAnimation(ecs_iter_t *it) {
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}
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}
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static void render(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Size *s = ecs_field(it, Size, 2);
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Rotation *r = ecs_field(it, Rotation, 3);
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TextureRegion *t = ecs_field(it, TextureRegion, 4);
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for (i32 i = 0; i < it->count; i++) {
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Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
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Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
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Rectangle src = t[i].rec;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
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}
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}
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void renderTerrain(ecs_iter_t *it) {
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render(it);
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}
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void renderBuildings(ecs_iter_t *it) {
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render(it);
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}
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void renderEntities(ecs_iter_t *it) {
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render(it);
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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