87 lines
1.5 KiB
C
87 lines
1.5 KiB
C
#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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/**********************************
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* Entity Systems
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**********************************/
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/* Observer (for unregistering collision)
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* 0: Game (singleton)
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* 1: Position
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* 3: SpatialGridID
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*/
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void entitySpatialRemoved(ecs_iter_t *it);
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/* Observer (for releasing path objects)
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* 0: Game (singleton) for object pool
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* 1: Path
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*/
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void pathRemoved(ecs_iter_t *it);
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/*
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* 0: Game (singleton) for entity map
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* 1: Position
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* 2: Size
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* 3: Velocity (only entities with velocity change position)
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* 4: SpatialGridID
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*/
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void entityUpdateSpatialID(ecs_iter_t *it);
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/*
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* 0: Game (singleton) for collisions
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* 1: Position
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* 2: Rotation
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* 3: Velocity
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* 4: AngularVelocity
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* 5: SteeringOutput
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*/
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void entityUpdateKinematic(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: Rotation
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* 3: Velocity
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* 4: AngularVelocity
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* 5: SteeringOutput
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* 6: Path
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*/
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void entityFollowPath(ecs_iter_t *it);
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/*
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* 0:
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*/
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void renderTerrain(ecs_iter_t *it);
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void renderBuildings(ecs_iter_t *it);
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void renderEntities(ecs_iter_t *it);
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/*
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* 1: Position
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* 2: Size
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*/
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void renderColliders(ecs_iter_t *it);
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/*
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* 1: Path
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*/
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void renderDebugPath(ecs_iter_t *it);
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/**********************************
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* Entity Systems
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**********************************/
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/*
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* Task:
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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void updatePlayerInput(ecs_iter_t *it);
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#endif //PIXELDEFENSE_SYSTEMS_H
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