285 lines
9.1 KiB
C
285 lines
9.1 KiB
C
#include "systems.h"
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#include "game_state.h"
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#include <math.h>
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#include <raymath.h>
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static Position getBottomLeftPos(Position pos, Size size) {
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return (Position) {pos.x - size.x * 0.5f, pos.y - size.y * 0.5f};
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}
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void entitySpatialRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *pos = ecs_field(it, Position, 1);
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SpatialGridID *spatialID = ecs_field(it, SpatialGridID , 2);
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for (i32 i = 0; i < it->count; i++) {
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bzSpatialGridRemove(game->entityGrid, spatialID[i]);
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}
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}
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void entityPathRemove(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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BzObjectPool *pool = game->pools.pathData;
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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ecs_remove(ECS, entity, TargetPosition);
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PathData *cur = path[i].paths;
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while (cur) {
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bzObjectPoolRelease(pool, cur);
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cur = cur->next;
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}
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}
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}
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void entitySetAnimationState(ecs_iter_t *it) {
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Animation *anim = ecs_field(it, Animation, 1);
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AnimationType *animType = ecs_field(it, AnimationType , 2);
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for (i32 i = 0; i < it->count; i++) {
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EntityType entityType = anim[i].entityType;
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AnimationType type = animType[i];
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BZ_ASSERT(entityHasAnimation(entityType, type));
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anim[i].animType = type;
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anim[i].sequence = getEntityAnimation(entityType, type);
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}
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}
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void entityUpdateSpatialID(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Position *position = ecs_field(it, Position, 1);
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Position *size = ecs_field(it, Position, 2);
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//Velocity *velocity = ecs_field(it, Velocity, 3);
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SpatialGridID *id = ecs_field(it, SpatialGridID, 4);
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for (i32 i = 0; i < it->count; i++) {
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Position pos = getBottomLeftPos(position[i], size[i]);
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bzSpatialGridUpdate(game->entityGrid, id[i], pos.x, pos.y, size[i].x, size[i].y);
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}
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}
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void entityUpdateKinematic(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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AngularVelocity *angularVel = ecs_field(it, AngularVelocity , 4);
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SteeringOutput *steering = ecs_field(it, SteeringOutput, 5);
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f32 dt = it->delta_time;
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for (i32 i = 0; i < it->count; i++) {
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// Update position and rotation
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// position += velocity * dt
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// rotation += angularVelocity * dt
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position[i] = Vector2Add(position[i], Vector2Scale(velocity[i], dt));
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//rotation[i] += angularVel[i] * dt;
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// Update velocity and angular velocity
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// velocity += steering.liner * dt
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// angularVelocity += steering.angular * dt
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velocity[i] = Vector2Add(velocity[i], Vector2Scale(steering[i].linear, dt * 10));
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angularVel[i] += steering[i].angular * dt * 10;
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if (Vector2LengthSqr(steering[i].linear) == 0) {
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// Decay velocity
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velocity[i] = Vector2Scale(velocity[i], 1 - (dt * 5.0f));
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}
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angularVel[i] *= 1 - (dt * 5.0f);
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// Reset steering
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steering[i] = (SteeringOutput) {};
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{
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const InputState *input = ecs_singleton_get(ECS, InputState);
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Vector2 mouse = input->mouseDownWorld;
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f32 rot = Vector2Angle(position[i], mouse) + 270 * DEG2RAD;
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rotation[i] = rot;
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}
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// Check for speeding and clip
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const f32 maxSpeed = 15.0f;
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if (Vector2Length(velocity[i]) > maxSpeed) {
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velocity[i] = Vector2Normalize(velocity[i]);
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velocity[i] = Vector2Scale(velocity[i], maxSpeed);
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}
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// Update flipX
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ecs_entity_t entity = it->entities[i];
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if (ecs_has(it->world, entity, TextureRegion)) {
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TextureRegion *text = ecs_get_mut(it->world, entity, TextureRegion);
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text->flipX = rotation[i] >= 0.0f * RAD2DEG && rotation[i] <= 180.0f * RAD2DEG;
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}
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}
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}
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void entityMoveToTarget(ecs_iter_t *it) {
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Position *position = ecs_field(it, Position, 1);
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Rotation *rotation = ecs_field(it, Rotation, 2);
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Velocity *velocity = ecs_field(it, Velocity, 3);
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TargetPosition *targetPos = ecs_field(it, TargetPosition, 4);
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SteeringOutput *steering = ecs_field(it, SteeringOutput, 5);
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for (i32 i = 0; i < it->count; i++) {
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Position target = targetPos[i];
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steering[i].linear = Vector2Subtract(target, position[i]);
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f32 dst = Vector2LengthSqr(steering[i].linear);
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f32 maxAccel = 10.0f;
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steering[i].linear = Vector2Normalize(steering[i].linear);
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steering[i].linear = Vector2Scale(steering[i].linear, maxAccel);
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if (Vector2Length(velocity[i]) > 10.0f) {
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f32 rot = Vector2Angle(position[i], target);
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rotation[i] = rot;
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}
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if (dst < 8.0f) {
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// Arrived
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ecs_remove(ECS, it->entities[i], TargetPosition);
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}
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}
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}
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void entityFollowPath(ecs_iter_t *it) {
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const Game *game = ecs_singleton_get(ECS, Game);
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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ecs_entity_t entity = it->entities[i];
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Path *entityPath = &path[i];
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TargetPosition target = entityPath->paths->waypoints[entityPath->curWaypoint];
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if (!ecs_has(ECS, entity, TargetPosition)) {
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if (path[i].curWaypoint >= path[i].paths->numWaypoints) {
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path[i].curWaypoint = 0;
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PathData *oldPath = path[i].paths;
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bzObjectPoolRelease(game->pools.pathData, oldPath);
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path[i].paths = path[i].paths->next;
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if (!path[i].paths) ecs_remove(ECS, it->entities[i], Path);
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}
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ecs_set_ptr(ECS, entity, TargetPosition, &target);
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path[i].curWaypoint++;
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}
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}
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}
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void entityUpdateAnimationState(ecs_iter_t *it) {
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Velocity *velocity = ecs_field(it, Velocity, 1);
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//AnimationType *animType = ecs_field(it, AnimationType , 2);
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for (i32 i = 0; i < it->count; i++) {
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f32 len = Vector2Length(velocity[i]);
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ecs_entity_t entity = it->entities[i];
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AnimationType type = ANIM_IDLE;
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if (len > 1.0f)
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type = ANIM_WALK;
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ecs_set(it->world, entity, AnimationType, {type});
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}
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}
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void entityUpdateAnimation(ecs_iter_t *it) {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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Animation *anim = ecs_field(it, Animation, 1);
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TextureRegion *t = ecs_field(it, TextureRegion, 2);
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float dt = GetFrameTime();
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for (i32 i = 0; i < it->count; i++) {
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anim[i].frameDuration = game->frameDuration;
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anim[i].elapsed += dt;
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if (anim[i].elapsed < anim[i].frameDuration) continue;
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anim[i].curFrame = (anim[i].curFrame + 1) % anim[i].sequence.frameCount;
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BzTile tile = anim[i].sequence.startFrame + anim[i].curFrame + anim[i].tileset->startID;
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t[i].rec = bzTilesetGetTileRegion(anim[i].tileset, tile);
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anim[i].elapsed = 0.0f;
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}
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}
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static void render(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Size *s = ecs_field(it, Size, 2);
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Rotation *r = ecs_field(it, Rotation, 3);
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TextureRegion *t = ecs_field(it, TextureRegion, 4);
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for (i32 i = 0; i < it->count; i++) {
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Rectangle dst = {p[i].x, p[i].y, s[i].x, s[i].y};
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Vector2 origin = {dst.width * 0.5f, dst.height * 0.5f};
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Rectangle src = t[i].rec;
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if (t[i].flipX) src.width *= -1.0f;
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if (t[i].flipY) src.height *= -1.0f;
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DrawTexturePro(t[i].texture, src, dst, origin, t[i].rotation, WHITE);
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}
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}
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void renderTerrain(ecs_iter_t *it) {
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render(it);
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}
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void renderBuildings(ecs_iter_t *it) {
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render(it);
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}
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void renderEntities(ecs_iter_t *it) {
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render(it);
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}
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void renderColliders(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Size *size = ecs_field(it, Size, 2);
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for (i32 i = 0; i < it->count; i++) {
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f32 posX = pos[i].x - size[i].x * 0.5f;
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f32 posY = pos[i].y - size[i].y * 0.5f;
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DrawRectangleLines(posX, posY, size[i].x, size[i].y, RED);
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}
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}
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void renderRotationDirection(ecs_iter_t *it) {
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Position *pos = ecs_field(it, Position, 1);
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Rotation *rot = ecs_field(it, Rotation, 2);
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for (i32 i = 0; i < it->count; i++) {
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Vector2 v = {10.0f, 0.0f};
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v = Vector2Rotate(v, rot[i]);
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v = Vector2Add(v, pos[i]);
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DrawCircle(v.x, v.y, 1.0f, RED);
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}
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}
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void renderDebugPath(ecs_iter_t *it) {
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Path *path = ecs_field(it, Path, 1);
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for (i32 i = 0; i < it->count; i++) {
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PathData *pathData = path[i].paths;
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bool first = true;
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while (pathData) {
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for (i32 iPath = 0; iPath < pathData->numWaypoints; iPath++) {
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Color color = RED;
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if (first && iPath < path[i].curWaypoint)
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color = GREEN;
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else if (first && iPath == path[i].curWaypoint)
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color = ORANGE;
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color.a = 180;
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Position pos = pathData->waypoints[iPath];
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DrawCircle(pos.x, pos.y, 3, color);
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}
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first = false;
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pathData = pathData->next;
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}
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}
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}
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