#include "zpl.h" #include "modules/controllers.h" #include "modules/general.h" #include "modules/physics.h" #include "world/blocks.h" #define PLR_MOVE_SPEED 50.0 #define PLR_MOVE_SPEED_MULT 4.0 void MovementImpulse(ecs_iter_t *it) { Input *in = ecs_column(it, Input, 1); Velocity *v = ecs_column(it, Velocity, 2); for (int i = 0; i < it->count; i++) { double speed = PLR_MOVE_SPEED * (in[i].sprint ? PLR_MOVE_SPEED_MULT : 1.0); if (zpl_abs(v[i].x) < speed && in[i].x) v[i].x = in[i].x*speed; if (zpl_abs(v[i].y) < speed && in[i].y) v[i].y = in[i].y*speed; } } #define DEMO_NPC_CHANGEDIR_FACTOR 0.1 #define DEMO_NPC_MOVE_SPEED 1500 void DemoNPCMoveAround(ecs_iter_t *it) { Velocity *v = ecs_column(it, Velocity, 1); for (int i = 0; i < it->count; i++) { v[i].x = zpl_lerp(v[i].x, (rand()%3-1)*DEMO_NPC_MOVE_SPEED, DEMO_NPC_CHANGEDIR_FACTOR); v[i].y = zpl_lerp(v[i].y, (rand()%3-1)*DEMO_NPC_MOVE_SPEED, DEMO_NPC_CHANGEDIR_FACTOR); } } void DemoPlaceIceBlock(ecs_iter_t *it) { Input *in = ecs_column(it, Input, 1); Position *p = ecs_column(it, Position, 2); uint8_t watr_id = blocks_find(BLOCK_BIOME_DEV, BLOCK_KIND_WATER); for (int i = 0; i < it->count; i++) { if (in[i].use) { world_block_lookup l = world_block_from_realpos(p[i].x, p[i].y); world_chunk_replace_block(l.chunk_id, l.id, watr_id); world_chunk_mark_dirty(l.chunk_e); } } } void ControllersImport(ecs_world_t *ecs) { ECS_MODULE(ecs, Controllers); ecs_set_name_prefix(ecs, "Controllers"); ECS_IMPORT(ecs, General); ECS_IMPORT(ecs, Physics); ECS_IMPORT(ecs, FlecsMeta); ECS_META(ecs, Input); ECS_TAG(ecs, EcsActor); ECS_TAG(ecs, EcsPlayer); ECS_TAG(ecs, EcsBuilder); ECS_TAG(ecs, EcsDemoNPC); ECS_SYSTEM(ecs, MovementImpulse, EcsOnLoad, Input, physics.Velocity); ECS_SYSTEM(ecs, DemoPlaceIceBlock, EcsOnLoad, Input, general.Position); ECS_SYSTEM(ecs, DemoNPCMoveAround, EcsOnLoad, physics.Velocity, EcsDemoNPC); ECS_PREFAB(ecs, Base, general.Position, physics.Velocity, Input, EcsActor); ECS_TYPE(ecs, Player, INSTANCEOF | Base, SWITCH | physics.Movement, CASE | physics.Walking, EcsActor, EcsPlayer); ECS_TYPE(ecs, Builder, INSTANCEOF | Base, SWITCH | physics.Movement, CASE | physics.Flying, EcsActor, EcsBuilder); ECS_SET_COMPONENT(Input); ECS_SET_ENTITY(EcsActor); ECS_SET_ENTITY(EcsPlayer); ECS_SET_ENTITY(EcsBuilder); ECS_SET_ENTITY(EcsDemoNPC); ECS_SET_TYPE(Builder); ECS_SET_TYPE(Player); }