Files
PixelDefense/game/systems_entity.c

190 lines
6.1 KiB
C

#include "systems.h"
#include "game_state.h"
#include <math.h>
#include <raymath.h>
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 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);
AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
f32 dt = it->delta_time;
for (i32 i = 0; i < it->count; i++) {
// and velocity and angular velocity
velocity[i] = Vector2Scale(velocity[i], 0.9f);
velocity[i].x += steeringOutput[i].linear.x * dt;
velocity[i].y += steeringOutput[i].linear.y * dt;
f32 maxSpeed = 15.0f;
velocity[i] = Vector2Clamp(velocity[i],
(Velocity) {-maxSpeed, -maxSpeed},
(Velocity){maxSpeed, maxSpeed});
angularVelocity[i] += steeringOutput[i].angular * dt;
steeringOutput[i] = (SteeringOutput){};
// Update position and rotation
position[i].x += velocity[i].x * dt * 10;
position[i].y += velocity[i].y * dt * 10;
rotation[i] += angularVelocity[i] * dt * 10;
}
}
void entityFollowPath(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);
AngularVelocity *angularVelocity = ecs_field(it, Rotation, 4);
SteeringOutput *steeringOutput = ecs_field(it, SteeringOutput, 5);
Path *path = ecs_field(it, Path, 6);
for (i32 i = 0; i < it->count; i++) {
Position target = path[i].paths->waypoints[path[i].curWaypoint];
steeringOutput[i].linear.x = target.x - position[i].x;
steeringOutput[i].linear.y = target.y - position[i].y;
f32 dst = Vector2LengthSqr(steeringOutput[i].linear);
if (dst < 8.0f) {
path[i].curWaypoint++;
if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
path[i].curWaypoint = 0;
path[i].paths = path[i].paths->next;
if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
}
}
steeringOutput[i].linear = Vector2Normalize(steeringOutput[i].linear);
steeringOutput[i].linear = Vector2Scale(steeringOutput[i].linear, 10.0f);
}
}
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;
}
}
}