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#include "components.h"
#include "map.h"
#include "sprite.h"
#include "standard.h"
#include "world.h"
Entity new_debris(
struct World* world,
int x,
int y,
int vx,
int vy,
Sprite_ID spr
) {
Entity e;
CPosition* pos;
CDebris* debris;
CCollider* col;
CSprite* sprite;
e = new_entity(world);
add_components(
world,
e,
ctype_moveable |
ctype_collider |
ctype_debris |
ctype_position |
ctype_sprite
);
pos = &world->positions[e];
debris = &world->debris[e];
col = &world->colliders[e];
sprite = &world->sprites[e];
init_csprite(sprite, spr);
pos->x = x;
pos->y = y;
debris->vx = vx;
debris->vy = vy;
col->x = 0;
col->y = 0;
col->w = sprite->rect.w;
col->h = sprite->rect.h;
return e;
}
void debris_system(World* world) {
int i;
unsigned bits;
CPosition* pos;
CDebris* debris;
CSprite* sprite;
Bitmap map_bitmap;
const Bitmap* bmp;
get_map_bitmap(&world->map, &map_bitmap);
for (i = 0; i < world->entity_count; i++) {
bits = world->bitmask[i];
if (
(bits & ctype_debris) &&
(bits & ctype_position) &&
(bits & ctype_sprite)
) {
pos = &world->positions[i];
debris = &world->debris[i];
sprite = &world->sprites[i];
pos->x += debris->vx;
pos->y += debris->vy;
debris->vx = (debris->vx << fbits) / 600;
debris->vy = (debris->vy << fbits) / 600;
if (debris->vx == 0 && debris->vy == 0) {
/* Blit the motherfucker straight to the map
* so that we don't have to keep updating it
* when it's just sitting still. We can have
* INFINITE debris now. */
bmp = get_bitmap(sprite->id);
blit(
&map_bitmap,
bmp,
pos->x >> fbits,
pos->y >> fbits,
&sprite->rect
);
destroy_entity(world, i);
}
}
}
}
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