Demo update and start counting tests times
-Fixed performance issue with multithreading and rendering -start making better shaders (by using many macros) -speed up rendeing when maximum objects count was reached -remove map rendering form Snake demo, and render entities by themself -start adding depth and color rendering parameters -added properly names to jobs (for debugging purpses) -starts adding multithreaded rendering -added some math to vectors -changes execute() to willExecute(). Probably should have different name.
This commit is contained in:
parent
46aba822d0
commit
4bd5a37b5d
13 changed files with 429 additions and 198 deletions
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@ -253,7 +253,7 @@ void mainLoop(void* arg)
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if(launcher.tool && launcher.tool_repeat != 0 && launcher.mouse.left && !igIsWindowHovered(ImGuiHoveredFlags_AnyWindow) && !igIsWindowFocused(ImGuiFocusedFlags_AnyWindow))
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{
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float range = 500.0 / cast(float)launcher.tool_repeat;
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launcher.repeat_time += launcher.delta_time;
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launcher.repeat_time += launcher.delta_time*100;
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while(launcher.repeat_time > range)
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{
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launcher.repeat_time -= range;
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@ -58,6 +58,7 @@ struct DrawSystem
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void onUpdate(EntitiesData data)
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{
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if(launcher.renderer.item_id >= launcher.renderer.MaxObjects)return;//simple leave loop if max visible objects count was reached
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foreach(i; 0..data.length)
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{
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);
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@ -30,8 +30,9 @@ struct MapElement
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empty = 0,
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apple = 1,
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wall = 2,
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snake = 3,
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snake_head_up = 5,
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/* snake_head_up = 5,
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snake_head_down = 6,
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snake_head_left = 7,
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snake_head_right = 8,
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@ -44,13 +45,31 @@ struct MapElement
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snake_turn_rd = 15,
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snake_turn_ru = 16,
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snake_vertical = 17,
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snake_horizontal = 18
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snake_horizontal = 18*/
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}
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Type type;
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EntityID id;
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}
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enum SnakePart : ubyte
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{
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head_up = 0,
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head_down = 1,
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head_left = 2,
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head_right = 3,
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tail_up = 4,
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tail_down = 5,
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tail_left = 6,
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tail_right = 7,
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turn_ld = 8,
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turn_lu = 9,
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turn_rd = 10,
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turn_ru = 11,
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vertical = 12,
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horizontal = 13
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}
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struct Snake
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{
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__gshared const (char)* tips = "Use \"WASD\" keys to move.";
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@ -104,39 +123,6 @@ struct Snake
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*location = random_pos;
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Entity* apple = launcher.manager.addEntity(apple_tmpl);
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}
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void drawMap()
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{
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foreach(x; 0 .. map_size)
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{
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foreach(y; 0 .. map_size)
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{
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switch(element(ivec2(x,y)).type)
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{
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case MapElement.Type.apple:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_head_up:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(48*px,112*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_head_down:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(48*px,144*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_head_left:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,128*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_head_right:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(32*px,128*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_tail_up:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(16*px,112*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_tail_down:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,112*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_tail_left:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(32*px,112*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_tail_right:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,144*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_turn_ld:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(64*px,128*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_turn_lu:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(32*px,144*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_turn_rd:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(16*px,144*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_turn_ru:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(64*px,112*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_vertical:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(16*px,128*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake_horizontal:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(48*px,128*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,0,1,1), 0, 0 , 0);break;
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default:break;
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}
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}
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}
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}
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}
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struct Animation
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@ -184,6 +170,7 @@ struct CSnake
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mixin ECS.Component;
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struct Parts
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{
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uint length = 0;
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@ -217,6 +204,7 @@ struct CSnake
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}
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Parts parts;
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CMovement.Direction direction;
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}
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struct CApple
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@ -424,81 +412,19 @@ struct MoveSystem
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else .snake.element(MapElement(),location);
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}
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static CMovement.Direction getDirection(ivec2 p1, ivec2 p2)
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{
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if(p1.x - p2.x == -1)return CMovement.direction.right;
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else if(p1.x - p2.x == 1)return CMovement.direction.left;
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else if(p1.y - p2.y == -1)return CMovement.direction.up;
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else if(p1.y - p2.y == 1)return CMovement.direction.down;
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else if(p1.x - p2.x > 1)return CMovement.direction.right;
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else if(p1.x - p2.x < -1)return CMovement.direction.left;
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else if(p1.y - p2.y > 1)return CMovement.direction.up;
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else return CMovement.direction.down;
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}
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static MapElement.Type snakePart(ivec2 p1, ivec2 p2, ivec2 p3)
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{
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CMovement.Direction direction = getDirection(p1, p2);
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CMovement.Direction direction2 = getDirection(p1, p3);
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uint case_ = direction*4 + direction2;
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final switch(case_)
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{
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case 0:return MapElement.Type.snake_horizontal;
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case 1:return MapElement.Type.snake_horizontal;
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case 2:return MapElement.Type.snake_turn_lu;
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case 3:return MapElement.Type.snake_turn_ru;
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case 4:return MapElement.Type.snake_horizontal;
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case 5:return MapElement.Type.snake_horizontal;
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case 6:return MapElement.Type.snake_turn_ld;
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case 7:return MapElement.Type.snake_turn_rd;
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case 8:return MapElement.Type.snake_turn_lu;
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case 9:return MapElement.Type.snake_turn_ld;
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case 10:return MapElement.Type.snake_vertical;
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case 11:return MapElement.Type.snake_vertical;
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case 12:return MapElement.Type.snake_turn_ru;
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case 13:return MapElement.Type.snake_turn_rd;
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case 14:return MapElement.Type.snake_vertical;
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case 15:return MapElement.Type.snake_vertical;
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}
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}
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static MapElement.Type snakeTail(ivec2 p1, ivec2 p2)
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{
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CMovement.Direction direction = getDirection(p1, p2);
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final switch(direction)
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{
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case CMovement.Direction.up:return MapElement.Type.snake_tail_up;
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case CMovement.Direction.down:return MapElement.Type.snake_tail_down;
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case CMovement.Direction.left:return MapElement.Type.snake_tail_left;
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case CMovement.Direction.right:return MapElement.Type.snake_tail_right;
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}
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}
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void onUpdate(EntitiesData data)
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{
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if(data.snakes)
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{
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foreach(i; 0..data.length)
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{
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data.snakes[i].direction = data.movement[i].direction;
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ivec2 new_location = data.location[i];
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moveLocation(data.location[i], data.movement[i].direction);
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final switch(snake.element(data.location[i].location).type)
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{
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case MapElement.Type.snake_head_up:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_head_down:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_head_left:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_head_right:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_tail_up:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_tail_down:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_tail_left:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_tail_right:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_turn_ld:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_turn_lu:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_turn_rd:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_turn_ru:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_vertical:goto case(MapElement.Type.snake_horizontal);
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case MapElement.Type.snake_horizontal:
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foreach(ivec2 loc; data.snakes[i].parts)
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case MapElement.Type.snake:
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foreach(loc; data.snakes[i].parts)
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{
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destroy_location.x = loc.x * 16;
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destroy_location.y = loc.y * 16;
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@ -520,37 +446,20 @@ struct MoveSystem
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launcher.manager.addEntity(snake.snake_destroy_particle);
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launcher.manager.removeEntity(data.entities[i].id);
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break;
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case MapElement.Type.wall:break;
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//launcher.manager.removeEntity(data.entities[i].id);
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//break;
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case MapElement.Type.empty:
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moveSnake(data.snakes[i], new_location);
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final switch(data.movement[i].direction)
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{
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case CMovement.Direction.up:
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snake.element(MapElement(MapElement.Type.snake_head_up, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.right:
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snake.element(MapElement(MapElement.Type.snake_head_right, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.down:
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snake.element(MapElement(MapElement.Type.snake_head_down, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.left:
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snake.element(MapElement(MapElement.Type.snake_head_left, data.entities[i].id),data.location[i].location);
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break;
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}
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.location[i].location);
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if(data.snakes[i].parts.length > 1)
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{
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MapElement.Type elem_type = snakePart(data.snakes[i].parts[$-1],data.location[i],data.snakes[i].parts[$-2]);
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snake.element(MapElement(elem_type, data.entities[i].id),data.snakes[i].parts[$-1]);
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elem_type = snakeTail(data.snakes[i].parts[1], data.snakes[i].parts[0]);
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snake.element(MapElement(elem_type, data.entities[i].id),data.snakes[i].parts[0]);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.snakes[i].parts[$-1]);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.snakes[i].parts[0]);
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}
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else if(data.snakes[i].parts.length == 1)
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{
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MapElement.Type elem_type = snakeTail(data.location[i], data.snakes[i].parts[0]);
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snake.element(MapElement(elem_type, data.entities[i].id),data.snakes[i].parts[0]);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.snakes[i].parts[0]);
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}
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break;
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case MapElement.Type.apple:
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@ -559,29 +468,13 @@ struct MoveSystem
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if(data.snakes[i].parts.length > 1)
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{
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MapElement.Type elem_type = snakePart(data.snakes[i].parts[$-1],data.location[i],data.snakes[i].parts[$-2]);
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snake.element(MapElement(elem_type, data.entities[i].id),data.snakes[i].parts[$-1]);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.snakes[i].parts[$-1]);
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}
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else if(data.snakes[i].parts.length == 1)
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{
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MapElement.Type elem_type = snakeTail(data.location[i], new_location);
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snake.element(MapElement(elem_type, data.entities[i].id),new_location);
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}
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final switch(data.movement[i].direction)
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{
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case CMovement.Direction.up:
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snake.element(MapElement(MapElement.Type.snake_head_up, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.right:
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snake.element(MapElement(MapElement.Type.snake_head_right, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.down:
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snake.element(MapElement(MapElement.Type.snake_head_down, data.entities[i].id),data.location[i].location);
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break;
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case CMovement.Direction.left:
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snake.element(MapElement(MapElement.Type.snake_head_left, data.entities[i].id),data.location[i].location);
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break;
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),new_location);
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}
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.location[i].location);
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snake.addApple();
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break;
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}
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@ -593,10 +486,10 @@ struct MoveSystem
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{
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final switch(data.movement[i].direction)
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{
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case CMovement.Direction.down:data.location[i].location.y -= 1;break;
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case CMovement.Direction.up:data.location[i].location.y += 1;break;
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case CMovement.Direction.left:data.location[i].location.x -= 1;break;
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case CMovement.Direction.right:data.location[i].location.x += 1;break;
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case CMovement.Direction.down:data.location[i].y -= 1;break;
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case CMovement.Direction.up:data.location[i].y += 1;break;
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case CMovement.Direction.left:data.location[i].x -= 1;break;
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case CMovement.Direction.right:data.location[i].x += 1;break;
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}
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}
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}
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@ -699,6 +592,132 @@ struct FixSnakeDirectionSystem
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}
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}
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struct DrawAppleSystem
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{
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mixin ECS.System!1;
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struct EntitiesData
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{
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uint length;
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@readonly CILocation[] location;
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const (CApple)[] apple;
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}
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void onUpdate(EntitiesData data)
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{
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foreach(i; 0..data.location.length)
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{
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launcher.renderer.draw(snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);
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}
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}
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}
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struct DrawSnakeSystem
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{
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mixin ECS.System!1;
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struct EntitiesData
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{
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uint length;
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@readonly CILocation[] location;
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const (CSnake)[] snake;
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}
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static CMovement.Direction getDirection(ivec2 p1, ivec2 p2)
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{
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if(p1.x - p2.x == -1)return CMovement.direction.right;
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else if(p1.x - p2.x == 1)return CMovement.direction.left;
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else if(p1.y - p2.y == -1)return CMovement.direction.up;
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else if(p1.y - p2.y == 1)return CMovement.direction.down;
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else if(p1.x - p2.x > 1)return CMovement.direction.right;
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else if(p1.x - p2.x < -1)return CMovement.direction.left;
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else if(p1.y - p2.y > 1)return CMovement.direction.up;
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else return CMovement.direction.down;
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}
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static SnakePart snakePart(ivec2 p1, ivec2 p2, ivec2 p3)
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{
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CMovement.Direction direction = getDirection(p1, p2);
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CMovement.Direction direction2 = getDirection(p1, p3);
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uint case_ = direction*4 + direction2;
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final switch(case_)
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{
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case 0:return SnakePart.horizontal;
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case 1:return SnakePart.horizontal;
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case 2:return SnakePart.turn_lu;
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case 3:return SnakePart.turn_ru;
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case 4:return SnakePart.horizontal;
|
||||
case 5:return SnakePart.horizontal;
|
||||
case 6:return SnakePart.turn_ld;
|
||||
case 7:return SnakePart.turn_rd;
|
||||
case 8:return SnakePart.turn_lu;
|
||||
case 9:return SnakePart.turn_ld;
|
||||
case 10:return SnakePart.vertical;
|
||||
case 11:return SnakePart.vertical;
|
||||
case 12:return SnakePart.turn_ru;
|
||||
case 13:return SnakePart.turn_rd;
|
||||
case 14:return SnakePart.vertical;
|
||||
case 15:return SnakePart.vertical;
|
||||
}
|
||||
}
|
||||
|
||||
static SnakePart snakeTail(ivec2 p1, ivec2 p2)
|
||||
{
|
||||
CMovement.Direction direction = getDirection(p1, p2);
|
||||
final switch(direction)
|
||||
{
|
||||
case CMovement.Direction.up:return SnakePart.tail_up;
|
||||
case CMovement.Direction.down:return SnakePart.tail_down;
|
||||
case CMovement.Direction.left:return SnakePart.tail_left;
|
||||
case CMovement.Direction.right:return SnakePart.tail_right;
|
||||
}
|
||||
}
|
||||
|
||||
static void drawElement(ivec2 loc, SnakePart part)
|
||||
{
|
||||
final switch(cast(ubyte)part)
|
||||
{
|
||||
case SnakePart.tail_up:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,112,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.tail_down:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,112,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.tail_left:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,112,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.tail_right:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(0,144,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.turn_ld:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,128,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.turn_lu:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(32,144,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.turn_rd:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,144,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.turn_ru:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(64,112,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.vertical:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(16,128,16,16)*px, 0, 0, 0);break;
|
||||
case SnakePart.horizontal:launcher.renderer.draw(.snake.texture, cast(vec2)loc, vec2(16,16), vec4(48,128,16,16)*px, 0, 0, 0);break;
|
||||
}
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
const (CSnake)* snake = &data.snake[i];
|
||||
scope vec2 loc = cast(vec2)(data.location[i].location * 16);
|
||||
final switch(snake.direction)
|
||||
{
|
||||
case CMovement.Direction.up:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,112,16,16)*px, 0, 0 , 0);break;
|
||||
case CMovement.Direction.down:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(48,144,16,16)*px, 0, 0 , 0);break;
|
||||
case CMovement.Direction.left:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(0,128,16,16)*px, 0, 0 , 0);break;
|
||||
case CMovement.Direction.right:launcher.renderer.draw(.snake.texture, vec2(data.location[i].x*16,data.location[i].y*16), vec2(16,16), vec4(32,128,16,16)*px, 0, 0 , 0);break;
|
||||
}
|
||||
if(snake.parts.length >1)
|
||||
{
|
||||
foreach(j;1..snake.parts.length - 1)drawElement(snake.parts[j]*16, snakePart(snake.parts[j], snake.parts[j+1], snake.parts[j-1]));
|
||||
drawElement(snake.parts[$-1]*16, snakePart(snake.parts[$-1], data.location[i], snake.parts[$-2]));
|
||||
drawElement(snake.parts[0]*16, snakeTail(snake.parts[1], snake.parts[0]));
|
||||
}
|
||||
else if(snake.parts.length == 1)
|
||||
{
|
||||
drawElement(snake.parts[0]*16, snakeTail(data.location[i], snake.parts[0]));
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct CleanSystem
|
||||
{
|
||||
mixin ECS.System!64;
|
||||
|
|
@ -749,6 +768,8 @@ void snakeStart()
|
|||
launcher.manager.registerSystem!AnimationSystem(-1);
|
||||
launcher.manager.registerSystem!ParticleSystem(-1);
|
||||
launcher.manager.registerSystem!ParticleMovementSystem(-1);
|
||||
launcher.manager.registerSystem!DrawAppleSystem(99);
|
||||
launcher.manager.registerSystem!DrawSnakeSystem(101);
|
||||
|
||||
launcher.manager.endRegister();
|
||||
|
||||
|
|
@ -766,7 +787,7 @@ void snakeStart()
|
|||
ushort[4] components = [CILocation.component_id, CSnake.component_id, CMovement.component_id, CInput.component_id];
|
||||
snake.snake_tmpl = launcher.manager.allocateTemplate(components);
|
||||
CILocation* loc_comp = snake.snake_tmpl.getComponent!CILocation;
|
||||
loc_comp.location = ivec2(2,2);
|
||||
*loc_comp = ivec2(2,2);
|
||||
launcher.manager.addEntity(snake.snake_tmpl);
|
||||
}
|
||||
|
||||
|
|
@ -794,7 +815,7 @@ void snakeStart()
|
|||
/*foreach(i; 0..10)
|
||||
foreach(j; 0..10)
|
||||
{
|
||||
loc_comp.location = vec2(i*32+64,j*32+64);
|
||||
loc_compation = vec2(i*32+64,j*32+64);
|
||||
launcher.manager.addEntity(simple.tmpl);
|
||||
}*/
|
||||
}
|
||||
|
|
@ -878,7 +899,7 @@ bool snakeLoop()
|
|||
|
||||
launcher.manager.end();
|
||||
|
||||
snake.drawMap();
|
||||
//snake.drawMap();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
@ -179,6 +179,13 @@ struct CSideMove
|
|||
byte group = -1;
|
||||
}
|
||||
|
||||
struct CDepth
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
short depth;
|
||||
}
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Events ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
|
@ -620,7 +627,7 @@ struct InputMovementSystem
|
|||
return true;
|
||||
}
|
||||
//don't call system update because no key pressed
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
|
|
@ -637,7 +644,7 @@ struct InputMovementSystem
|
|||
{
|
||||
data.textures[i].coords = vec4(0*px,80*px,48*px,32*px);
|
||||
}
|
||||
return;
|
||||
//return;
|
||||
}
|
||||
//move every entity using movement vector
|
||||
foreach(i; 0..data.length)
|
||||
|
|
|
|||
|
|
@ -63,6 +63,7 @@ struct ECSJobUpdater
|
|||
JobData[1024] jobs;
|
||||
JobCaller[1024] callers;
|
||||
uint count = 0;
|
||||
string name;
|
||||
|
||||
void dependantOn(Group* dependency)
|
||||
{
|
||||
|
|
@ -89,7 +90,7 @@ struct ECSJobUpdater
|
|||
void add(JobCaller caller)
|
||||
{
|
||||
callers[count] = caller;
|
||||
jobs[count] = JobData(&callers[count].callJob,"hmm");
|
||||
jobs[count] = JobData(&callers[count].callJob,name);
|
||||
count++;
|
||||
}
|
||||
}
|
||||
|
|
@ -216,6 +217,8 @@ struct ECSJobUpdater
|
|||
return;
|
||||
}
|
||||
|
||||
jobs[group.id].name = cast(string)group.caller.system.name;
|
||||
|
||||
foreach(ref job;group.jobs)
|
||||
{
|
||||
uint index = 0;
|
||||
|
|
@ -233,7 +236,7 @@ struct ECSJobUpdater
|
|||
|
||||
foreach(dep;group.dependencies)
|
||||
{
|
||||
if(jobs[dep.id].count && dep.caller.system.execute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
|
||||
if(jobs[dep.id].count && dep.caller.system.willExecute && dep.caller.system.enabled)jobs[group.id].dependantOn(&jobs[dep.id]);
|
||||
else deps--;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue