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#include "animation.h"
#include "components.h"
#include "enemy.h"
#include "world.h"
int new_spawner(
World* world,
int x,
int y
) {
Entity e;
CPosition* pos;
CSprite* sprite;
CAnimated* animated;
e = new_entity(world);
add_components(
world,
e,
ctype_sprite |
ctype_position |
ctype_animated |
ctype_spawner
);
pos = &world->positions[e];
sprite = &world->sprites[e];
animated = &world->animateds[e];
pos->x = x;
pos->y = y;
sprite->id = asset_id_usr;
sprite->rect = make_rect(0, 0, 16, 16);
animated->id = animation_spawn;
animated->frame = 0;
animated->timer = 0;
return e;
}
void spawner_system(World* world) {
int i;
const CPosition* pos;
const CAnimated* animated;
const Animation* animation;
unsigned bits;
for (i = 0; i < world->entity_count; i++) {
bits = world->bitmask[i];
if (
(bits & ctype_spawner) &&
(bits & ctype_position) &&
(bits & ctype_animated)
) {
pos = &world->positions[i];
animated = &world->animateds[i];
animation = get_animation(animated->id);
if (animated->frame == animation->frame_count - 1) {
new_skull(world, pos->x, pos->y);
destroy_entity(world, i);
}
}
}
}
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