projectile work
parent
f6d5c76d1b
commit
698d3d2089
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@ -252,6 +252,11 @@ typedef struct {
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uint8_t spawn_delay;
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} WeaponKnife;
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typedef struct {
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uint8_t damage;
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float origin_x, origin_y;
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} WeaponProjectile;
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#define _COMPS\
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X(Vector2D)\
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X(Position)\
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@ -270,6 +275,7 @@ typedef struct {
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X(MobHuntPlayer)\
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X(MobMelee)\
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X(WeaponKnife)\
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X(WeaponProjectile)\
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X(Classify)\
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X(Vehicle)\
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X(IsInVehicle)\
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@ -16,7 +16,10 @@ void mob_systems(ecs_world_t *ecs) {
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ECS_SYSTEM_TICKED_EX(ecs, MobDetectPlayers, EcsPostUpdate, 100.0f, components.Position, components.Mob);
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ECS_SYSTEM(ecs, MobMovement, EcsPostUpdate, components.Velocity, components.Position, components.MobHuntPlayer);
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ECS_SYSTEM_TICKED(ecs, MobMeleeAtk, EcsPostUpdate, components.Position, components.Mob, components.MobHuntPlayer, components.MobMelee);
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//NOTE(DavoSK): weapons
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ECS_SYSTEM_TICKED(ecs, WeaponKnifeMechanic, EcsPostUpdate, components.WeaponKnife, components.Position, components.Input);
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ECS_SYSTEM_TICKED(ecs, WeaponProjectileExpire, EcsPostUpdate, components.WeaponProjectile, components.Position);
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//ECS_OBSERVER(ecs, MobDetectPlayers1, EcsOnAdd, components.Mob);
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}
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@ -1,6 +1,7 @@
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#define WEAPON_KNIFE_SPAWN_DELAY 20
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#define WEAPON_PROJECTILE_POS_OFFSET 0.2f
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#define WEAPON_PROJECTILE_POS_OFFSET 3.2f
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#define WEAPON_PROJECTILE_SPEED 10.0f
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#define WEAPON_PROJECTILE_RANGE_LIFETIME 10.0f
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//TODO(DavoSK): move to helpers, add srand
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float get_rand_between(float min, float max) {
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@ -20,18 +21,40 @@ void WeaponKnifeMechanic(ecs_iter_t *it) {
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}
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for(int j = 0; j < weapon[i].projectile_count; j++) {
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ecs_entity_t projectile_entity = ecs_new_entity(it->world, "WeaponProjectile");
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ecs_set(it->world, projectile_entity, Position, {
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.x=pos[i].x,
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.y=pos[i].y+get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET)
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});
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ecs_set(it->world, projectile_entity, Velocity, {
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ecs_entity_t e = entity_spawn(EKIND_WEAPON);
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ecs_set(it->world, e, WeaponProjectile, { .damage=weapon[i].damage });
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ecs_set(it->world, e, Sprite, { .spritesheet=0, .frame=2347 });
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ecs_set(it->world, e, InAir, {0});
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ecs_set(it->world, e, Velocity, {
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.x=input[i].x*WEAPON_PROJECTILE_SPEED,
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.y=input[i].y*WEAPON_PROJECTILE_SPEED
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});
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Position *dest = ecs_get_mut(world_ecs(), e, Position);
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dest->x = pos[i].x;
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dest->y = pos[i].y+get_rand_between(-WEAPON_PROJECTILE_POS_OFFSET, WEAPON_PROJECTILE_POS_OFFSET);
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}
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weapon[i].spawn_delay = WEAPON_KNIFE_SPAWN_DELAY;
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}
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}
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void WeaponProjectileExpire(ecs_iter_t *it) {
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const WeaponProjectile *weapon = ecs_field(it, WeaponProjectile, 1);
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const Position *pos = ecs_field(it, Position, 2);
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for (int i = 0; i < it->count; i++) {
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zpl_vec2 v_origin = { .x = weapon[i].origin_x, .y = weapon[i].origin_y };
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zpl_vec2 v_pos = { .x = pos[i].x, .y = pos[i].y };
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const float d = zpl_vec2_mag(v_origin, v_pos);
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if(d > WEAPON_PROJECTILE_RANGE_LIFETIME) {
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entity_despawn(it->entities[i]);
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}
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}
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}
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void WeaponProjectileHit(ecs_iter_t *it) {
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}
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