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