#include "systems.h" #include "game_state.h" #include "input.h" #include #include static Position getBottomLeftPos(Position pos, Size size) { return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f}; } void entitySpatialRemove(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Position *pos = ecs_field(it, Position, 1); SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2); for (i32 i = 0; i < it->count; i++) { bzSpatialGridRemove(game->entityGrid, spatialID[i]); } } void entityPathRemove(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); BzObjectPool *pool = game->pools.pathData; Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { ecs_entity_t entity = it->entities[i]; ecs_remove(ECS, entity, TargetPosition); PathData *cur = path[i].paths; while (cur) { bzObjectPoolRelease(pool, cur); cur = cur->next; } } } void entitySetAnimationState(ecs_iter_t *it) { Animation *anim = ecs_field(it, Animation, 1); AnimationType *animType = ecs_field(it, AnimationType , 2); for (i32 i = 0; i < it->count; i++) { EntityType entityType = anim[i].entityType; AnimationType type = animType[i]; BZ_ASSERT(entityHasAnimation(entityType, type)); anim[i].animType = type; anim[i].sequence = getEntityAnimation(entityType, type); } } void entityUpdateSpatialID(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Position *position = ecs_field(it, Position, 1); Position *size = ecs_field(it, Position, 2); //Velocity *velocity = ecs_field(it, Velocity, 3); SpatialGridID *id = ecs_field(it, SpatialGridID, 4); for (i32 i = 0; i < it->count; i++) { Position pos = getBottomLeftPos(position[i], size[i]); bzSpatialGridUpdate(game->entityGrid, id[i], pos.x, pos.y, size[i].x, size[i].y); } } void entityUpdateKinematic(ecs_iter_t *it) { Position *position = ecs_field(it, Position, 1); Rotation *rotation = ecs_field(it, Rotation, 2); Velocity *velocity = ecs_field(it, Velocity, 3); Steering *steering = ecs_field(it, Steering, 4); f32 dt = it->delta_time; for (i32 i = 0; i < it->count; i++) { // Update position and rotation // position += velocity * dt position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt)); // Update velocity and angular velocity // velocity += steering.liner * dt velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i], dt * 10)); if (Vector2LengthSqr(steering[i]) == 0) { // Decay velocity velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f)); } // Reset steering steering[i] = Vector2Zero(); { const InputState *input = ecs_singleton_get(ECS, InputState); Vector2 mouse = input->mouseDownWorld; f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD; rotation[i] = rot; } // Check for speeding and clip const f32 maxSpeed = 15.0f; if (Vector2Length(velocity[i]) > maxSpeed) { velocity[i] = Vector2Normalize(velocity[i]); velocity[i] = Vector2Scale(velocity[i], maxSpeed); } // Update flipX ecs_entity_t entity = it->entities[i]; if (ecs_has(it->world, entity, TextureRegion)) { TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion); text->flipX = rotation[i] >= 0.0f * RAD2DEG && rotation[i] <= 180.0f * RAD2DEG; } } } void entityMoveToTarget(ecs_iter_t *it) { Position *position = ecs_field(it, Position, 1); Rotation *rotation = ecs_field(it, Rotation, 2); Velocity *velocity = ecs_field(it, Velocity, 3); TargetPosition *targetPos = ecs_field(it, TargetPosition, 4); Steering *steering = ecs_field(it, Steering, 5); for (i32 i = 0; i < it->count; i++) { Position target = targetPos[i]; steering[i] = Vector2Subtract(target, position[i]); f32 dst = Vector2LengthSqr(steering[i]); f32 maxAccel = 10.0f; steering[i] = Vector2Normalize(steering[i]); steering[i] = Vector2Scale(steering[i], maxAccel); if (Vector2Length(velocity[i]) > 10.0f) { f32 rot = Vector2Angle(position[i], target); rotation[i] = rot; } if (dst < 8.0f) { // Arrived ecs_remove(ECS, it->entities[i], TargetPosition); } } } void entityFollowPath(ecs_iter_t *it) { const Game *game = ecs_singleton_get(ECS, Game); Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { ecs_entity_t entity = it->entities[i]; Path *entityPath = &path[i]; TargetPosition target = entityPath->paths->waypoints[entityPath->curWaypoint]; if (!ecs_has(ECS, entity, TargetPosition)) { if (path[i].curWaypoint >= path[i].paths->numWaypoints) { path[i].curWaypoint = 0; PathData *oldPath = path[i].paths; bzObjectPoolRelease(game->pools.pathData, oldPath); path[i].paths = path[i].paths->next; if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path); } ecs_set_ptr(ECS, entity, TargetPosition, &target); path[i].curWaypoint++; } } } void entityUpdateAnimationState(ecs_iter_t *it) { Velocity *velocity = ecs_field(it, Velocity, 1); //AnimationType *animType = ecs_field(it, AnimationType , 2); for (i32 i = 0; i < it->count; i++) { f32 len = Vector2Length(velocity[i]); ecs_entity_t entity = it->entities[i]; AnimationType type = ANIM_IDLE; if (len > 1.0f) type = ANIM_WALK; ecs_set(it->world, entity, AnimationType, {type}); } } void entityUpdateAnimation(ecs_iter_t *it) { Game *game = ecs_singleton_get_mut(ECS, Game); Animation *anim = ecs_field(it, Animation, 1); TextureRegion *t = ecs_field(it, TextureRegion, 2); float dt = GetFrameTime(); for (i32 i = 0; i < it->count; i++) { anim[i].frameDuration = game->frameDuration; anim[i].elapsed += dt; if (anim[i].elapsed < anim[i].frameDuration) continue; anim[i].curFrame = (anim[i].curFrame + 1) % anim[i].sequence.frameCount; BzTile tile = anim[i].sequence.startFrame + anim[i].curFrame + anim[i].tileset->startID; t[i].rec = bzTilesetGetTileRegion(anim[i].tileset, tile); anim[i].elapsed = 0.0f; } } static void render(ecs_iter_t *it) { Position *p = ecs_field(it, Position, 1); Size *s = ecs_field(it, Size, 2); Rotation *r = ecs_field(it, Rotation, 3); TextureRegion *t = ecs_field(it, TextureRegion, 4); for (i32 i = 0; i < it->count; i++) { Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y}; Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f}; Rectangle src = t[i].rec; if (t[i].flipX) src.width *= -1.0f; if (t[i].flipY) src.height *= -1.0f; DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE); } } void renderTerrain(ecs_iter_t *it) { render(it); } void renderBuildings(ecs_iter_t *it) { render(it); } void renderEntities(ecs_iter_t *it) { render(it); } void renderColliders(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Size *size = ecs_field(it, Size, 2); for (i32 i = 0; i < it->count; i++) { f32 posX = pos[i].x - size[i].x * 0.5f; f32 posY = pos[i].y - size[i].y * 0.5f; DrawRectangleLines(posX, posY, size[i].x, size[i].y, RED); } } void renderRotationDirection(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Rotation *rot = ecs_field(it, Rotation, 2); for (i32 i = 0; i < it->count; i++) { Vector2 v = {10.0f, 0.0f}; v = Vector2Rotate(v, rot[i]); v = Vector2Add(v, pos[i]); DrawCircle(v.x, v.y, 1.0f, RED); } } void renderDebugPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { PathData *pathData = path[i].paths; bool first = true; while (pathData) { for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) { Color color = RED; if (first && iPath < path[i].curWaypoint) color = GREEN; else if (first && iPath == path[i].curWaypoint) color = ORANGE; color.a = 180; Position pos = pathData->waypoints[iPath]; DrawCircle(pos.x, pos.y, 3, color); } first = false; pathData = pathData->next; } } }