player is shooting knifes now
parent
1631e9199b
commit
7356168b6f
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@ -20,6 +20,7 @@ void mob_systems(ecs_world_t *ecs) {
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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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@ -1,7 +1,7 @@
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#define WEAPON_KNIFE_SPAWN_DELAY 20
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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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#define WEAPON_PROJECTILE_SPEED 500.0f
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#define WEAPON_PROJECTILE_RANGE_LIFETIME 800.0f
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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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@ -22,13 +22,17 @@ void WeaponKnifeMechanic(ecs_iter_t *it) {
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for(int j = 0; j < weapon[i].projectile_count; j++) {
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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, TriggerOnly, { 0 });
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ecs_set(it->world, e, WeaponProjectile, {
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.damage=weapon[i].damage,
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.origin_x=pos[i].x,
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.origin_y=pos[i].y
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});
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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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.x=input[i].hx*WEAPON_PROJECTILE_SPEED,
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.y=input[i].hy*WEAPON_PROJECTILE_SPEED*-1
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});
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Position *dest = ecs_get_mut(world_ecs(), e, Position);
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@ -47,8 +51,10 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
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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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zpl_vec2 v_dist;
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zpl_vec2_sub(&v_dist, v_origin, v_pos);
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const float d = zpl_vec2_mag(v_dist);
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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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@ -56,5 +62,6 @@ void WeaponProjectileExpire(ecs_iter_t *it) {
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}
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void WeaponProjectileHit(ecs_iter_t *it) {
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//TODO(DavoSK): hit entity, attach take damage component
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//remove projectile
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}
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