|
|
|
@ -33,12 +33,7 @@ void System::init_positions(DinkyECS::World &world) { |
|
|
|
|
}); |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
void System::motion(DinkyECS::World &world, Map &game_map) { |
|
|
|
|
auto &collider = world.get<spatial_map>(); |
|
|
|
|
|
|
|
|
|
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) { |
|
|
|
|
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 |
|
|
|
@ -52,6 +47,19 @@ void System::motion(DinkyECS::World &world, Map &game_map) { |
|
|
|
|
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) { |
|
|
|
|
move_entity(collider, game_map, position, motion, ent); |
|
|
|
|
} |
|
|
|
|
}); |
|
|
|
|
} |
|
|
|
|