Finally get rid of this weird thing in dinkyecs where I was passing a const& to an _integer_ when a copy of the integer is exactly the same.
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49a71e257e
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9c66e870d2
3 changed files with 18 additions and 17 deletions
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@ -181,7 +181,7 @@ namespace DinkyECS
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}
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template <typename Comp>
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void query(std::function<void(const Entity &, Comp &)> cb)
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void query(std::function<void(Entity, Comp &)> cb)
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{
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EntityMap &map = entity_map_for<Comp>();
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@ -192,7 +192,7 @@ namespace DinkyECS
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}
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template <typename CompA, typename CompB>
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void query(std::function<void(const Entity &, CompA &, CompB &)> cb)
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void query(std::function<void(Entity, CompA &, CompB &)> cb)
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{
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EntityMap &map_a = entity_map_for<CompA>();
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EntityMap &map_b = entity_map_for<CompB>();
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16
ecs_gui.cpp
16
ecs_gui.cpp
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@ -21,15 +21,15 @@ DinkyECS::Entity GUECS::entity(std::string name) {
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}
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void GUECS::init(TexturePack& textures) {
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$world.query<lel::Cell, Rectangle>([](const auto &, auto& cell, auto& rect) {
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$world.query<lel::Cell, Rectangle>([](auto, auto& cell, auto& rect) {
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rect.init(cell);
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});
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$world.query<lel::Cell, Textual>([this](const auto &, auto& cell, auto& text) {
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$world.query<lel::Cell, Textual>([this](auto, auto& cell, auto& text) {
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text.init(cell, $font);
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});
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$world.query<lel::Cell, Sprite>([&](const auto &, auto &cell, auto &sprite) {
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$world.query<lel::Cell, Sprite>([&](auto, auto &cell, auto &sprite) {
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auto sprite_texture = textures.get(sprite.name);
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sprite.texture = sprite_texture.texture;
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sprite.sprite = make_shared<sf::Sprite>(*sprite.texture);
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@ -40,7 +40,7 @@ void GUECS::init(TexturePack& textures) {
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}
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void GUECS::render(sf::RenderWindow& window) {
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$world.query<lel::Cell, Meter>([&](const auto &ent, const auto& cell, const auto &meter) {
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$world.query<lel::Cell, Meter>([&](auto ent, auto& cell, const auto &meter) {
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if($world.has<Rectangle>(ent)) {
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float level = meter.percent * float(cell.w);
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auto& target = $world.get<Rectangle>(ent);
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@ -49,15 +49,15 @@ void GUECS::render(sf::RenderWindow& window) {
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}
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});
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$world.query<Rectangle>([&](const auto &, const auto& rect) {
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$world.query<Rectangle>([&](auto, auto& rect) {
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window.draw(*rect.shape);
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});
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$world.query<Sprite>([&](const auto &, const auto& sprite) {
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$world.query<Sprite>([&](auto, auto& sprite) {
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window.draw(*sprite.sprite);
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});
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$world.query<Textual>([&](const auto &, const auto& text) {
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$world.query<Textual>([&](auto, auto& text) {
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window.draw(*text.text);
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});
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}
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@ -65,7 +65,7 @@ void GUECS::render(sf::RenderWindow& window) {
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void GUECS::mouse(sf::RenderWindow &window) {
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if(sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) {
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sf::Vector2f pos = window.mapPixelToCoords(sf::Mouse::getPosition(window));
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$world.query<lel::Cell, Clickable>([&](const auto &ent, auto& cell, auto &clicked) {
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$world.query<lel::Cell, Clickable>([&](auto ent, auto& cell, auto &clicked) {
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if((pos.x >= cell.x && pos.x <= cell.x + cell.w) &&
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(pos.y >= cell.y && pos.y <= cell.y + cell.h))
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{
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15
systems.cpp
15
systems.cpp
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@ -22,13 +22,13 @@ void System::lighting(GameLevel &level) {
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light.reset_light();
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world.query<Position>([&](const auto &ent[[maybe_unused]], auto &position) {
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world.query<Position>([&](auto, auto &position) {
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light.set_light_target(position.location);
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});
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light.path_light(map.walls());
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world.query<Position, LightSource>([&](const auto &ent[[maybe_unused]], auto &position, auto &lightsource) {
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world.query<Position, LightSource>([&](auto, auto &position, auto &lightsource) {
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light.render_light(lightsource, position.location);
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});
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}
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@ -43,7 +43,7 @@ void System::enemy_pathing(GameLevel &level) {
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map.set_target(player_position.location);
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map.make_paths();
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
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if(ent != player.entity) {
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dbc::check(world.has<EnemyConfig>(ent), "enemy is missing config");
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const auto &config = world.get<EnemyConfig>(ent);
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@ -55,13 +55,14 @@ void System::enemy_pathing(GameLevel &level) {
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}
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}
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});
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map.clear_target(player_position.location);
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}
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void System::init_positions(DinkyECS::World &world, SpatialMap &collider) {
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// BUG: instead of separate things maybe just one
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// BUG: Collision component that references what is collide
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world.query<Position>([&](const auto &ent, auto &pos) {
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world.query<Position>([&](auto ent, auto &pos) {
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if(world.has<Combat>(ent)) {
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const auto& combat = world.get<Combat>(ent);
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if(!combat.dead) {
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@ -95,7 +96,7 @@ void System::motion(GameLevel &level) {
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auto &world = *level.world;
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auto &collider = *level.collision;
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world.query<Position, Motion>([&](const auto &ent, auto &position, auto &motion) {
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world.query<Position, Motion>([&](auto ent, auto &position, auto &motion) {
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// don't process entities that don't move
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if(motion.dx != 0 || motion.dy != 0) {
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move_entity(collider, map, position, motion, ent);
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@ -112,7 +113,7 @@ void System::death(GameLevel &level) {
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// BUG: eachother and overlap their corpse
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// BUG: maybe that can be allowed and looting just shows
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// BUG: all dead things there?
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world.query<Position, Combat>([&](const auto &ent, auto &position, auto &combat) {
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world.query<Position, Combat>([&](auto ent, auto &position, auto &combat) {
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// bring out yer dead
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if(combat.hp <= 0 && !combat.dead) {
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fmt::println("DIE! entity {} died", ent);
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@ -256,7 +257,7 @@ void System::plan_motion(DinkyECS::World& world, Point move_to) {
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void System::draw_entities(DinkyECS::World &world, Map &map, const Matrix &lights, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y) {
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auto &tiles = map.tiles();
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world.query<Position, Tile>([&](auto &ent[[maybe_unused]], auto &pos, auto &tile) {
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world.query<Position, Tile>([&](auto, auto &pos, auto &tile) {
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if(pos.location.x >= cam_orig.x && pos.location.x <= cam_orig.x + view_x
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&& pos.location.y >= cam_orig.y && pos.location.y <= cam_orig.y + view_y) {
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Point loc = map.map_to_camera(pos.location, cam_orig);
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