Finally can pick things up, but it's really bad so far. Need a bunch of refactoring in how the collision system works, and make it so collision and maps can have multiple entities in the same square.

This commit is contained in:
Zed A. Shaw 2025-06-12 13:06:36 -04:00
parent 2458f01ebd
commit 2aa4f0a2e8
13 changed files with 78 additions and 43 deletions

View file

@ -2,21 +2,16 @@
namespace guecs {
Clickable make_action(DinkyECS::World& target, Events::GUI event) {
return {[&, event](auto ent, auto data){
// BUG: I think entityt here shifted and isn't part of the world anymore
// BUG: it's actually coming from the GUI so passing it here is wrong
// remember that ent is passed in from the UI::mouse handler
target.send<Events::GUI>(event, ent, data);
Clickable make_action(GameLevel& target, Events::GUI event) {
return {[&, event](auto gui_id, auto data){
// BUG: either get rid of gui_id or also send a reference the the $gui that is sending the event
target.world->send<Events::GUI>(event, gui_id, data);
}};
}
Clickable make_action(DinkyECS::World& target, Events::GUI event, std::any data) {
return {[&, event, data](auto ent, auto){
// BUG: I think entityt here shifted and isn't part of the world anymore
// BUG: it's actually coming from the GUI so passing it here is wrong
// remember that ent is passed in from the UI::mouse handler
target.send<Events::GUI>(event, ent, data);
Clickable make_action(GameLevel& target, Events::GUI event, std::any data) {
return {[&, event, data](auto gui_id, auto){
target.world->send<Events::GUI>(event, gui_id, data);
}};
}