Add support for sprite rendering

efd/v1
Dominik Madarász 2023-02-02 15:40:48 +01:00
parent 11549eb324
commit 91f005b4bb
8 changed files with 43 additions and 3 deletions

View File

@ -142,6 +142,11 @@ typedef struct {
float durability; // 1.0 - 0.0 (0.0 = broken), we can only ever merge items of the same durability
} Item;
typedef struct {
int spritesheet;
int frame;
} Sprite;
typedef struct {
char _unused;
} BlockHarvest;
@ -266,6 +271,7 @@ typedef struct {
X(Creature)\
X(SeeksFood)\
X(SeeksCompanion)\
X(Sprite)\
X(StreamInfo)
#define X(comp) extern ECS_COMPONENT_DECLARE(comp);

View File

@ -66,11 +66,10 @@ void TickDownHealDelay(ecs_iter_t *it) {
HealDelay *h = ecs_field(it, HealDelay, 1);
for (int i = 0; i < it->count; i++) {
--h[i].delay;
TICK_VAR(h[i].delay);
if (h[i].delay == 0) {
ecs_remove(it->world, it->entities[i], HealDelay);
}
}
}

View File

@ -44,8 +44,13 @@ pkt_desc pkt_entity_view_desc[] = {
{ PKT_UINT(entity_view, asset) },
{ PKT_UINT(entity_view, progress_active) },
{ PKT_UINT(entity_view, is_producer) },
{ PKT_HALF(entity_view, progress_value) },
{ PKT_KEEP_IF(entity_view, kind, EKIND_SPRITE, 2) },
{ PKT_UINT(entity_view, spritesheet) },
{ PKT_UINT(entity_view, frame) },
{ PKT_KEEP_IF(entity_view, has_items, true, 3) },
{ PKT_UINT(entity_view, has_items) },
{ PKT_UINT(entity_view, selected_item) },

View File

@ -13,6 +13,8 @@
X(EKIND_PLAYER)\
X(EKIND_ITEM)\
X(EKIND_DEVICE)\
X(EKIND_SPRITE)\
X(EKIND_WEAPON)\
X(EKIND_VEHICLE)\
X(EKIND_DEMO_NPC)\
X(EKIND_MONSTER)\
@ -78,6 +80,10 @@ typedef struct entity_view {
bool is_producer;
uint32_t progress_active;
float progress_value;
// sprite index
int spritesheet;
int frame;
// NOTE(zaklaus): inventory
uint8_t has_items;

View File

@ -76,6 +76,12 @@ entity_view* world_build_entity_view(int64_t e) {
view.is_producer = ecs_get(world_ecs(), e, Producer) != 0;
}
if (ecs_get(world_ecs(), e, Sprite)) {
Sprite const* spr = ecs_get(world_ecs(), e, Sprite);
view.spritesheet = spr->spritesheet;
view.frame = spr->frame;
}
view.inside_vehicle = ecs_get(world_ecs(), e, IsInVehicle) != 0 ? true : false;
Inventory* inv = 0;

View File

@ -69,6 +69,12 @@ void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entr
Color color = data->veh_kind == 0 ? RED : data->veh_kind == 1 ? GREEN : BLUE;
DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(color, data->tran_time));
}break;
case EKIND_SPRITE:
case EKIND_WEAPON: {
float x = data->x - 32.f;
float y = data->y - 32.f;
DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
} break;
case EKIND_DEVICE:{
float x = data->x - 32.f;
float y = data->y - 32.f;

View File

@ -72,6 +72,12 @@ void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entr
Color color = data->veh_kind == 0 ? RED : data->veh_kind == 1 ? GREEN : BLUE;
DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(color, data->tran_time));
}break;
case EKIND_SPRITE:
case EKIND_WEAPON: {
float x = data->x - 32.f;
float y = data->y - 32.f;
DrawTexturePro(GetSpriteTexture2D(assets_find(data->asset)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, ALPHA(WHITE));
} break;
case EKIND_DEVICE:{
Texture2D tex = GetSpriteTexture2D(assets_find(data->asset));
float x = data->x - tex.width/2;

View File

@ -57,6 +57,12 @@ void renderer_draw_entry(uint64_t key, entity_view *data, game_world_render_entr
Color color = data->veh_kind == 0 ? RED : data->veh_kind == 1 ? GREEN : BLUE;
DrawRectanglePro((Rectangle){x,y,w,h}, (Vector2){w/2.0f,h/2.0f}, zpl_to_degrees(data->heading), ColorAlpha(color, data->tran_time));
}break;
case EKIND_SPRITE:
case EKIND_WEAPON: {
float x = data->x;
float y = data->y;
DrawSpriteEco(&main_sprite_sheet, data->frame, x, y, 0.0f, 2.0f, WHITE);
} break;
case EKIND_DEVICE:{
float x = data->x - 32.f;
float y = data->y - 32.f;