172 lines
2.9 KiB
C
172 lines
2.9 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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typedef struct Game Game;
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/**********************************
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* Utils
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**********************************/
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bool entitySetPath(const ecs_entity_t entity, const Vector2 target, Game *game);
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/**********************************
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* AI systems
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**********************************/
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/*
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* 0: Game (singleton)
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* 1: UnitAction
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*/
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void handleUnitActionsSystem(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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* 1: UnitAI
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* 2: UnitAction
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*/
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void updateUnitAISystem(ecs_iter_t *it);
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/*
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* 0: Game (singleton)
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* 1: UnitAction
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*/
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void updateUnitActionsSystem(ecs_iter_t *it);
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/*
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* 1: Easing
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* 2: Position
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* 3: Size
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* 4: Rotation
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*/
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void updateEasingSystem(ecs_iter_t *it);
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/**********************************
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* Animation Systems
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**********************************/
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/*
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* 1: Animation
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* 2: TextureRegion
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*/
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void updateAnimationState(ecs_iter_t *it);
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/*
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* 0:
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* 1: Animation
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* 2: TextureRegion
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*/
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void updateAnimation(ecs_iter_t *it);
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/**********************************
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* Entity Systems
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**********************************/
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/* Observer (for removing TargetPosition)
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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 entityPathRemove(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: Steering
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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: TargetPosition
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* 5: Steering
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*/
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void entityMoveToTarget(ecs_iter_t *it);
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/*
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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 entityFollowPath(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: Position
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* 2: Rotation
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*/
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void renderRotationDirection(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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* Event Systems
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**********************************/
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i32 harvestEvent(ecs_entity_t entity, HarvestEvent event);
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void depositEvent(ecs_entity_t entity, DepositEvent event);
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/**********************************
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* Input 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();
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/*
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* Task (rendering above ground):
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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void drawPlayerInputUIGround();
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/*
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* Task (rendering on top):
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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void drawPlayerInputUI();
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/**********************************
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* UI systems
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**********************************/
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/**********************************
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* MISC
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**********************************/
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extern ecs_entity_t renderCollidersSystem;
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extern ecs_entity_t renderDebugPathSystem;
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void setupSystems();
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#endif //PIXELDEFENSE_SYSTEMS_H
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