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