Files
PixelDefense/game/systems_entity.c

171 lines
5.3 KiB
C

#include "systems.h"
#include "game_state.h"
#include <math.h>
#include <raymath.h>
void entityRemoved(ecs_iter_t *it) {
}
void entityAdded(ecs_iter_t *it) {
}
void entityUpdatePhysics(ecs_iter_t *it) {
Game *game = ecs_singleton_get_mut(ECS, Game);
Position *pos = ecs_field(it, Position, 1);
Size *size = ecs_field(it, Size, 2);
//MoveForce *force = ecs_field(it, MoveForce, 3);
SpatialGridID *spatialID = ecs_field(it, SpatialGridID, 3);
for (i32 i = 0; i < it->count; i++) {
//bzSpatialGridUpdate(game->entityGrid, spatialID[i], pos[i].x, pos[i].y, size[i].x, size[i].y);
ecs_entity_t *e = bzSpatialGridGetData(game->entityGrid, spatialID[i]);
BZ_ASSERT(*e == it->entities[i]);
f32 posX = pos[i].x - size[i].x * 0.5f;
f32 posY = pos[i].y - size[i].y * 0.5f;
bzSpatialGridUpdate(game->entityGrid, spatialID[i], posX, posY, size[i].x, size[i].y);
}
}
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 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) {
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 <stdlib.h>
void targetFinish(ecs_iter_t *it) {
const Game *game = ecs_singleton_get(ECS, Game);
if (game == NULL) return;
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->curWaypoint >= path->paths->numWaypoints) {
PathData *finished = path->paths;
path->paths = finished->next;
path->curWaypoint = 0;
bzObjectPoolRelease(game->pools.pathData, finished);
// Finished
if (path->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
}
TargetPosition target = path->paths->waypoints[path->curWaypoint];
path->curWaypoint++;
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->paths == NULL) {
ecs_remove(it->world, e, Path);
continue;
}
ecs_set(it->world, e, TargetPosition, {path[i].paths->waypoints[0].x, path[i].paths->waypoints[0].y});
path[i].curWaypoint = 1;
}
}
void drawDebugPath(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;
}
}
}