Files
PixelDefense/game/systems_entity.c
2023-11-15 18:32:43 +01:00

123 lines
3.5 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) {
}
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 <stdlib.h>
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);
}
}
}