Give the player first move advantage, but maybe this should be a setting on motion so that some enemies can beat the player.

main
Zed A. Shaw 4 weeks ago
parent 5a123ae74c
commit 62562faad3
  1. 34
      systems.cpp

@ -33,25 +33,33 @@ void System::init_positions(DinkyECS::World &world) {
});
}
inline void move_entity(spatial_map &collider, Map &game_map, Position &position, Motion &motion, DinkyECS::Entity ent) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
if(game_map.inmap(move_to.x, move_to.y) &&
!game_map.iswall(move_to.x, move_to.y) &&
!collider.occupied(move_to))
{
collider.move(position.location, move_to, ent);
position.location = move_to;
}
}
void System::motion(DinkyECS::World &world, Map &game_map) {
auto &collider = world.get<spatial_map>();
auto &player = world.get<Player>();
auto &player_position = world.component<Position>(player.entity);
auto &player_motion = world.component<Motion>(player.entity);
move_entity(collider, game_map, player_position, player_motion, player.entity);
world.system<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
// don't process entities that don't move
if(motion.dx != 0 || motion.dy != 0) {
Point move_to = {
position.location.x + motion.dx,
position.location.y + motion.dy
};
motion = {0,0}; // clear it after getting it
if(game_map.inmap(move_to.x, move_to.y) &&
!game_map.iswall(move_to.x, move_to.y) &&
!collider.occupied(move_to))
{
collider.move(position.location, move_to, ent);
position.location = move_to;
}
move_entity(collider, game_map, position, motion, ent);
}
});
}

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