Movement is more correct now since it uses the System::motion to do it for the player, which will always keep all the things updated. I also put placeholder barrels for all the non-combatant entities in the map. Finally, it still has the backup bug and now won't close when you close the window.

This commit is contained in:
Zed A. Shaw 2025-02-05 20:26:09 -05:00
parent 14128ab10f
commit 4b18b21861
3 changed files with 24 additions and 13 deletions

16
gui.cpp
View file

@ -44,12 +44,14 @@ namespace gui {
void FSM::MOVING(Event ) {
if($camera.play_move($rayview)) {
// really annoying but we have to figure out the motion factor then run the systems
auto &level = $levels.current();
auto player = level.world->get_the<Player>();
auto& player = level.world->get_the<Player>();
auto& player_position = level.world->get<Position>(player.entity);
player_position.location.x = size_t($camera.targetX);
player_position.location.y = size_t($camera.targetY);
auto& motion = level.world->get<Motion>(player.entity);
Point move_to{size_t($camera.targetX), size_t($camera.targetY)};
motion.dx = move_to.x - player_position.location.x;
motion.dy = move_to.y - player_position.location.y;
run_systems();
@ -90,11 +92,13 @@ namespace gui {
case FU::ROTATE_LEFT:
$camera.plan_rotate($rayview, 1);
state(State::ROTATING);
break;
return; // get out early since can always rotate
break; // need this?
case FU::ROTATE_RIGHT:
$camera.plan_rotate($rayview, -1);
state(State::ROTATING);
break;
return; // get out early since can always rotate
break; // need this?
default:
dbc::sentinel("unhandled event in IDLE");
}