ecs: fix demo npc wake
parent
16001c24b9
commit
68b57468a4
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@ -8,7 +8,6 @@ float zpl_lerp(float,float,float);
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float zpl_to_degrees(float);
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void DEBUG_draw_ground(uint64_t key, entity_view * data) {
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(void)key;
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switch (data->kind) {
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case EKIND_CHUNK: {
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world_view *view = game_world_view_get_active();
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@ -106,7 +106,7 @@ void blocks_build_chunk_tex(uint64_t id, block_id *chunk_blocks, void *raw_view)
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float rot = rots[(int32_t)(perlin_fbm(view->seed, x, y, 1.2f, 3) * 4.0f) % 4];
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float half_block = blk_dims / 2.0f;
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Texture2D blk = *(Texture2D*)blocks_get_img(chunk_blocks[(y*view->chunk_size)+x]);
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Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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static Rectangle src = {0, 0, WORLD_BLOCK_SIZE, WORLD_BLOCK_SIZE};
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Rectangle dst = {x*blk_dims + half_block, y*blk_dims + half_block, blk_dims, blk_dims};
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DrawTexturePro(blk, src, dst, (Vector2){half_block, half_block}, rot, WHITE);
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}
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@ -10,5 +10,7 @@ void DemoNPCMoveAround(ecs_iter_t *it) {
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float d = zpl_quake_rsqrt(v[i].x*v[i].x + v[i].y*v[i].y);
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v[i].x += (v[i].x*d*DEMO_NPC_MOVE_SPEED*safe_dt(it) + zpl_cos(zpl_to_radians((float)(rand()%360)))*DEMO_NPC_STEER_SPEED*safe_dt(it));
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v[i].y += (v[i].y*d*DEMO_NPC_MOVE_SPEED*safe_dt(it) + zpl_sin(zpl_to_radians((float)(rand()%360)))*DEMO_NPC_STEER_SPEED*safe_dt(it));
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entity_wake(it->entities[i]);
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}
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}
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