#include "modules/controllers.h" #include "modules/general.h" #include "modules/physics.h" #include "zpl.h" // TODO(zaklaus): move to physics #define CTRL_DRAG_FACTOR 0.20 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++) { v[i].x = zpl_lerp(v[i].x, in[i].x*1000, CTRL_DRAG_FACTOR); v[i].y = zpl_lerp(v[i].y, in[i].y*1000, CTRL_DRAG_FACTOR); } } 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_SYSTEM(ecs, MovementImpulse, EcsOnUpdate, Input, physics.Velocity); 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_TYPE(Builder); ECS_SET_TYPE(Player); ECS_SET_ENTITY(MovementImpulse); }