Restructure files
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@@ -1,113 +0,0 @@
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#include "systems.h"
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#include "../game_state.h"
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#include <math.h>
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#include <raymath.h>
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void updateAnimations(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *t = ecs_field(it, TextureRegion, 2);
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float dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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anim[i].frameDuration = game->frameDuration;
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anim[i].elapsed += dt;
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if (anim[i].elapsed < anim[i].frameDuration) continue;
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anim[i].currFrame = (anim[i].currFrame + 1) % anim[i].frameCount;
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anim[i].elapsed = 0.0f;
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t[i].rec.x = anim[i].firstFrame.rec.x + anim[i].currFrame * t[i].rec.width;
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}
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}
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void renderEntities(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, r[i], WHITE);
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}
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}
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void updatePos(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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TargetPosition *target = ecs_field(it, TargetPosition, 2);
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TextureRegion *t = ecs_field(it, TextureRegion, 3);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 d = Vector2Subtract(target[i], pos[i]);
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if (Vector2LengthSqr(d) < 1) {
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bzLogInfo("Done");
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ecs_remove(ECS, it->entities[i], TargetPosition);
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}
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Vector2 dN = Vector2Normalize(d);
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dN = Vector2Scale(dN, 20);
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t[i].flipX = dN.x < 0;
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pos[i].x += dN.x * it->delta_time;
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pos[i].y += dN.y * it->delta_time;
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}
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}
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#include <stdlib.h>
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void targetFinish(ecs_iter_t *it) {
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t e = it->entities[i];
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Path *path = ecs_get_mut(it->world, e, Path);
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if (!path) continue;
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path->curWaypoint++;
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if (path->curWaypoint >= path->numWaypoints) {
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// Finished
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ecs_remove(it->world, e, Path);
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continue;
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}
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TargetPosition target = path->waypoints[path->curWaypoint - 1];
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target.x += rand() % (4 + 1 + 2) -2;
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ecs_set(it->world, e, TargetPosition, {target.x, target.y});
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}
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}
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void startPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t e = it->entities[i];
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if (path->numWaypoints == 0) {
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ecs_remove(it->world, e, Path);
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continue;
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}
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ecs_set(it->world, e, TargetPosition, {path[i].waypoints[0].x, path[i].waypoints[0].y});
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path[i].curWaypoint++;
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}
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}
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void drawDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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for (i32 iPath = 0; iPath < path[i].numWaypoints; iPath++) {
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Color color = RED;
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if (iPath < path[i].curWaypoint - 1)
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color = GREEN;
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else if (iPath == path[i].curWaypoint - 1)
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color = ORANGE;
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color.a = 180;
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Position pos = path[i].waypoints[iPath];
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DrawCircle(pos.x, pos.y, 3, color);
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}
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}
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}
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@@ -1,17 +0,0 @@
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#ifndef PIXELDEFENSE_SYSTEMS_H
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#define PIXELDEFENSE_SYSTEMS_H
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#include <flecs.h>
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#include "../components.h"
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void renderEntities(ecs_iter_t *it);
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void updateAnimations(ecs_iter_t *it);
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void updatePos(ecs_iter_t *it);
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void targetFinish(ecs_iter_t *it);
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void startPath(ecs_iter_t *it);
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void drawDebugPath(ecs_iter_t *it);
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void uiTask(ecs_iter_t *it);
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#endif //PIXELDEFENSE_SYSTEMS_H
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@@ -1,15 +0,0 @@
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#include "systems.h"
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#include "../game_state.h"
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void uiTask(ecs_iter_t *it) {
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const Game *game = ecs_singleton_get(ECS, Game);
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Vector2 mousePos = GetMousePosition();
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Vector2 worldPos = GetScreenToWorld2D(mousePos, game->camera);
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const BzTileMap *map = &game->map;
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i32 tileX = (i32) worldPos.x / map->tileWidth;
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i32 tileY = (i32) worldPos.y / map->tileHeight;
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}
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