#include "systems.h" #include "../game_state.h" #include #include 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; } } void renderEntities(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 updatePos(ecs_iter_t *it) { Position *pos = ecs_field(it, Position, 1); TargetPosition *target = ecs_field(it, TargetPosition, 2); TextureRegion *t = ecs_field(it, TextureRegion, 3); for (i32 i = 0; i < it->count; i++) { Vector2 d = Vector2Subtract(target[i], pos[i]); if (Vector2LengthSqr(d) < 1) { bzLogInfo("Done"); ecs_remove(ECS, it->entities[i], TargetPosition); } Vector2 dN = Vector2Normalize(d); dN = Vector2Scale(dN, 20); t[i].flipX = dN.x < 0; pos[i].x += dN.x * it->delta_time; pos[i].y += dN.y * it->delta_time; } } #include void targetFinish(ecs_iter_t *it) { for (i32 i = 0; i < it->count; i++) { ecs_entity_t e = it->entities[i]; Path *path = ecs_get_mut(it->world, e, Path); if (!path) continue; path->curWaypoint++; if (path->curWaypoint >= path->numWaypoints) { // Finished ecs_remove(it->world, e, Path); continue; } TargetPosition target = path->waypoints[path->curWaypoint - 1]; target.x += rand() % (4 + 1 + 2) -2; ecs_set(it->world, e, TargetPosition, {target.x, target.y}); } } void startPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { ecs_entity_t e = it->entities[i]; if (path->numWaypoints == 0) { ecs_remove(it->world, e, Path); continue; } ecs_set(it->world, e, TargetPosition, {path[i].waypoints[0].x, path[i].waypoints[0].y}); path[i].curWaypoint++; } } void drawDebugPath(ecs_iter_t *it) { Path *path = ecs_field(it, Path, 1); for (i32 i = 0; i < it->count; i++) { for (i32 iPath = 0; iPath < path[i].numWaypoints; iPath++) { Color color = RED; if (iPath < path[i].curWaypoint - 1) color = GREEN; else if (iPath == path[i].curWaypoint - 1) color = ORANGE; color.a = 180; Position pos = path[i].waypoints[iPath]; DrawCircle(pos.x, pos.y, 3, color); } } }