There's now a Collision component that determines collision if its set. Closes #72.

This commit is contained in:
Zed A. Shaw 2025-08-06 11:43:39 -04:00
parent 9bf6926dc3
commit fc4eacadb0
6 changed files with 27 additions and 13 deletions

View file

@ -88,23 +88,18 @@ DinkyECS::Entity WorldBuilder::configure_entity_in_map(DinkyECS::World &world, j
dbc::check(found, "Failed to find a place for this thing.");
auto item = world.entity();
// NOTE: aiming_at is set by the rayview since it knows that
world.set<Position>(item, {pos.x, pos.y});
// BUG: See #72, but this will change to a setting for collision
int inv_count = entity_data.contains("inventory_count") ? (int)entity_data["inventory_count"] : 0;
bool has_collision = true;
if(inv_count > 0) {
world.set<InventoryItem>(item, {entity_data["inventory_count"], entity_data});
has_collision = false;
}
if(entity_data.contains("components")) {
components::configure_entity(world, item, entity_data["components"]);
}
$collision.insert(pos, item, has_collision);
System::set_position(world, $collision, item, {pos.x, pos.y});
return item;
}
@ -209,8 +204,7 @@ void WorldBuilder::place_entities(DinkyECS::World &world) {
placed = find_open_spot(player_pos.location);
dbc::check(placed, "WorldBuild.find_open_spot also failed to position player");
world.set<Position>(player.entity, player_pos);
$collision.insert(player_pos.location, player.entity, true);
System::set_position(world, $collision, player.entity, player_pos);
} else {
auto player_data = config.enemies["PLAYER_TILE"];
auto player_ent = configure_entity_in_room(world, player_data, 0);