add heading dir to input
parent
fc9997d4db
commit
8c288dc193
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@ -3,13 +3,13 @@
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#include "models/assets.h"
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#define ecs_get_mut_ex(world, entity, T) \
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(ECS_CAST(T*, world_component_cached(world, entity, ecs_id(T))))
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(ECS_CAST(T*, ecs_get_mut(world, entity, T)))
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#define ecs_get_if(world, entity, T) \
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(world_entity_valid(entity) ? ecs_get(world, entity, T) : NULL)
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#define ecs_get_mut_if_ex(world, entity, component) \
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(ecs_get_if(world, entity, component) ? ecs_get_mut_ex(world, entity, component) : NULL)
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(ecs_get_if(world, entity, component) ? ecs_get_mut(world, entity, component) : NULL)
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#ifndef ecs_get_mut_if
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#define ecs_get_mut_if(world, entity, component)\
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@ -69,6 +69,8 @@ typedef struct {
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float my;
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float bx;
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float by;
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float hx;
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float hy;
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uint8_t use;
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uint8_t sprint;
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uint8_t ctrl;
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@ -19,12 +19,14 @@ uint64_t player_spawn(char *name) {
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ecs_set_name(world_ecs(), e, name);
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ecs_set(world_ecs(), e, ClientInfo, {0});
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ecs_set(world_ecs(), e, Input, {0});
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ecs_set(world_ecs(), e, Inventory, {0});
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ecs_set(world_ecs(), e, Health, {.hp = PLAYER_MAX_HP, .max_hp = PLAYER_MAX_HP});
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ecs_set(world_ecs(), e, HealthRegen, {.amt = 15.0f});
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ecs_set(world_ecs(), e, Velocity, { 0 });
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ecs_set(world_ecs(), e, PhysicsBody, { .kind = PHYS_AABB, .mass = INFINITE_MASS });
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Input *i = ecs_get_mut(world_ecs(), e, Input);
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*i = (Input){ 0 };
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i->hx = 1.0f;
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librg_entity_owner_set(world_tracker(), e, (int64_t)e);
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@ -63,6 +63,8 @@ int32_t pkt_send_keystate_handler(pkt_header *header) {
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i->y = zpl_clamp(table.y, -1.0f, 1.0f);
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i->mx = table.mx;
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i->my = table.my;
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i->hx = (i->x != 0.0f) ? i->x : i->hx;
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i->hy = (i->y != 0.0f) ? i->y : i->hy;
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i->use |= table.use;
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i->sprint = table.sprint;
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i->ctrl = table.ctrl;
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@ -15,7 +15,9 @@ pkt_desc pkt_entity_view_desc[] = {
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{ PKT_UINT(entity_view, kind) },
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{ PKT_UINT(entity_view, flag) },
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{ PKT_HALF(entity_view, x) },
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{ PKT_HALF(entity_view, y) },
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{ PKT_HALF(entity_view, y) },
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{ PKT_HALF(entity_view, hx) },
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{ PKT_HALF(entity_view, hy) },
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{ PKT_HALF(entity_view, angle) },
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{ PKT_KEEP_IF(entity_view, blocks_used, 0, 2) }, // NOTE(zaklaus): skip velocity for chunks
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@ -53,6 +53,8 @@ typedef struct entity_view {
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float vy;
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float tx;
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float ty;
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float hx;
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float hy;
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float angle;
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float hp;
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@ -87,6 +87,14 @@ entity_view* world_build_entity_view(int64_t e) {
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view.frame = spr->frame;
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}
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{
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const Input* in = ecs_get(world_ecs(), e, Input);
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if (in) {
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view.hx = in->hx;
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view.hy = in->hy;
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}
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}
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view.inside_vehicle = ecs_get(world_ecs(), e, IsInVehicle) != 0 ? true : false;
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Inventory* inv = 0;
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@ -103,7 +103,7 @@ void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entr
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DrawNametag("Player", key, data, x, y-16);
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//DrawTextureRec(GetSpriteTexture2D(assets_find(ASSET_PLAYER)), ASSET_SRC_RECT(), (Vector2){data->x-(WORLD_BLOCK_SIZE/2), data->y-(WORLD_BLOCK_SIZE/2)}, ColorAlpha(WHITE, data->tran_time));
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//DrawCircleEco(x, y, size, ColorAlpha(YELLOW, data->tran_time));
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DrawSpriteEco(test_player_anim.spritesheet, TickSpriteAnimation(&test_player_anim), x, y, 0.0f, 2.0f, WHITE);
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DrawSpriteEco(test_player_anim.spritesheet, TickSpriteAnimation(&test_player_anim), x, y, 0.0f, 2.0f, WHITE);
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//if (data->has_items && !data->inside_vehicle) {
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// float ix = data->x;
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