code: disable prediction for now
parent
0a6f2485a2
commit
2b891f1cb1
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@ -23,7 +23,7 @@ static bool request_shutdown;
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void platform_init() {
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void platform_init() {
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InitWindow(screenWidth, screenHeight, "eco2d");
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InitWindow(screenWidth, screenHeight, "eco2d");
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SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE);
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SetWindowState(FLAG_WINDOW_UNDECORATED|FLAG_WINDOW_MAXIMIZED|FLAG_WINDOW_RESIZABLE|FLAG_MSAA_4X_HINT);
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SetTargetFPS(60);
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SetTargetFPS(60);
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screenWidth = GetScreenWidth();
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screenWidth = GetScreenWidth();
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@ -76,11 +76,12 @@ void lerp_entity_positions(uint64_t key, entity_view *data) {
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if (data->flag == EFLAG_INTERP) {
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if (data->flag == EFLAG_INTERP) {
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#if 1
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#if 0
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data->x = smooth_val(data->x, data->tx, view->delta_time[data->layer_id]);
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data->x = smooth_val(data->x, data->tx, view->delta_time[data->layer_id]);
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data->y = smooth_val(data->y, data->ty, view->delta_time[data->layer_id]);
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data->y = smooth_val(data->y, data->ty, view->delta_time[data->layer_id]);
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data->heading = smooth_val_spherical(data->heading, data->theading, view->delta_time[data->layer_id]);
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data->heading = smooth_val_spherical(data->heading, data->theading, view->delta_time[data->layer_id]);
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#else
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#else
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(void)view;
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data->x = data->tx;
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data->x = data->tx;
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data->y = data->ty;
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data->y = data->ty;
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data->heading = data->theading;
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data->heading = data->theading;
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@ -13,13 +13,27 @@ void DEBUG_draw_ground_3d(uint64_t key, entity_view * data) {
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world_view *view = game_world_view_get_active();
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world_view *view = game_world_view_get_active();
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int32_t size = view->chunk_size * WORLD_BLOCK_SIZE;
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int32_t size = view->chunk_size * WORLD_BLOCK_SIZE;
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int32_t half_size = size >> 1;
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int32_t half_size = size >> 1;
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int32_t half_block_size = WORLD_BLOCK_SIZE >> 1;
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int16_t offset = 0;
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int16_t offset = 0;
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float x = data->x * size + offset;
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float x = data->x * size + offset;
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float y = data->y * size + offset;
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float y = data->y * size + offset;
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RenderTexture2D tex = GetChunkTexture(key);
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RenderTexture2D tex = GetChunkTexture(key);
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DrawCubeTexture(tex.texture, (Vector3){x+half_size, 0.0f, y+half_size}, size, 1.0f, size, WHITE);
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DrawCubeTexture(tex.texture, (Vector3){x+half_size, 0.0f, y+half_size}, size, 0.01f, size, WHITE);
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for (int by = 0; by < 16; by++) {
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for (int bx = 0; bx < 16; bx++) {
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switch (blocks_get_flags(data->blocks[by*16+bx])) {
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case BLOCK_FLAG_COLLISION:{
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DrawCubeWires((Vector3){x + bx*WORLD_BLOCK_SIZE+half_block_size, 34.f, y + by*WORLD_BLOCK_SIZE+half_block_size}, 64, 66, 64, BLUE);
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}break;
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case BLOCK_FLAG_HAZARD:{
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DrawCubeWires((Vector3){x + bx*WORLD_BLOCK_SIZE+half_block_size, 16.667f, y + by*WORLD_BLOCK_SIZE+half_block_size}, 64, 33, 64, RED);
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}break;
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}
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}
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}
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}break;
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}break;
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default:break;
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default:break;
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@ -131,4 +131,5 @@ void SystemsImport(ecs_world_t *ecs) {
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ECS_SYSTEM(ecs, UpdateTrackerPos, EcsPostUpdate, components.Position);
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ECS_SYSTEM(ecs, UpdateTrackerPos, EcsPostUpdate, components.Position);
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ECS_SYSTEM(ecs, ClearVehicle, EcsUnSet, components.Vehicle);
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ECS_SYSTEM(ecs, ClearVehicle, EcsUnSet, components.Vehicle);
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}
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}
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