Lighting is now in its own class using the new Pathing class. This should allow me to make it more consistent and possibly make Pathing more efficient.
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18 changed files with 209 additions and 257 deletions
10
systems.hpp
10
systems.hpp
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@ -4,15 +4,17 @@
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#include "components.hpp"
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#include <ftxui/dom/canvas.hpp>
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using namespace components;
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namespace System {
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void lighting(DinkyECS::World &world, Map &game_map, Player &player);
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using namespace components;
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using namespace lighting;
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void lighting(DinkyECS::World &world, Map &game_map, LightRender &light, Player &player);
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void motion(DinkyECS::World &world, Map &game_map);
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void collision(DinkyECS::World &world, Player &player);
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void death(DinkyECS::World &world);
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void enemy_pathing(DinkyECS::World &world, Map &game_map, Player &player);
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void draw_map(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, size_t view_x, size_t view_y);
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void draw_entities(DinkyECS::World &world, Map &game_map, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
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void draw_map(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, size_t view_x, size_t view_y);
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void draw_entities(DinkyECS::World &world, Map &game_map, const Matrix &lighting, ftxui::Canvas &canvas, const Point &cam_orig, size_t view_x, size_t view_y);
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void init_positions(DinkyECS::World &world);
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}
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