#include "systems.h" #include "game_state.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 entitySpatialRemoved(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 pathRemoved(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++) { PathData *cur = path[i].paths; while (cur) { bzObjectPoolRelease(pool, cur); cur = cur->next; } } } void entityUpdateKinematic(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Rotation *rotation = ecs_field(it, Rotation, 2); Velocity *velocity = ecs_field(it, Velocity, 3); AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4); SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5); } void entityFollowPath(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); Rotation *rotation = ecs_field(it, Rotation, 2); Velocity *velocity = ecs_field(it, Velocity, 3); AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4); SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5); Path *path = ecs_field(it, Path, 6); } void updateAnimations(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].currFrame = (anim[i].currFrame + 1) % anim[i].frameCount; anim[i].elapsed = 0.0f; t[i].rec.x = anim[i].firstFrame.rec.x + anim[i].currFrame * t[i].rec.width; } } 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, r[i], 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 renderDebugPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { PathData *pathData = path->paths; bool first = true; while (pathData) { for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) { Color color = RED; if (first && iPath < path[i].curWaypoint - 1) color = GREEN; else if (first && iPath == path[i].curWaypoint - 1) color = ORANGE; color.a = 180; Position pos = pathData->waypoints[iPath]; DrawCircle(pos.x, pos.y, 3, color); } first = false; pathData = pathData->next; } } }