-updated README.md
-fixed shaders for GL2 -added Entity selection tool -throw out tools from "Demo" window to "Tools" window -change ComboBox to Tabs for Tools -Added more verbose tips -Improved and fixed BrickBreaker collisions -fixed simple DUB issue
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21 changed files with 332 additions and 133 deletions
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@ -58,7 +58,8 @@ enum SnakePart : ubyte
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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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__gshared const (char)* tips = "Use \"WASD\" keys to move. If you loose you can always spawn new snake... or several snakes.
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This demo is an example that in ECS you can make very \"non-ECS\" game";
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EntityTemplate* apple_tmpl;
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EntityTemplate* snake_tmpl;
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@ -286,7 +287,7 @@ struct ParticleSystem
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{
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foreach(i;0..data.length)
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{
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data.particle[i].life -= launcher.delta_time;
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data.particle[i].life -= launcher.deltaTime;
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if(data.particle[i].life < 0)launcher.manager.removeEntity(data.entities[i].id);
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}
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}
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@ -328,7 +329,7 @@ struct AnimationSystem
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{
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foreach(i;0..data.length)
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{
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data.animation[i].time += launcher.delta_time * 0.01;
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data.animation[i].time += launcher.deltaTime * 0.01;
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while(data.animation[i].time >= data.animation[i].frames.length)data.animation[i].time -= cast(float)data.animation[i].frames.length;
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}
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}
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@ -971,7 +972,7 @@ bool snakeLoop()
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launcher.manager.begin();
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float delta_time = launcher.delta_time;
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float delta_time = launcher.deltaTime;
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if(delta_time > 2000)delta_time = 2000;
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__gshared float time = 0;
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