Update entity spawn + despawn function
Changelog: - Check for mouse in game pos before mouse click check - Right click will also remove entities now! Hooray!scene_man
parent
dab8303cbe
commit
f206d3c981
|
@ -291,19 +291,18 @@ static void toggle_block_system(Scene_t* scene)
|
|||
Vector2 raw_mouse_pos = {GetMouseX(), GetMouseY()};
|
||||
raw_mouse_pos = Vector2Subtract(raw_mouse_pos, (Vector2){data->game_rec.x, data->game_rec.y});
|
||||
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
if (
|
||||
raw_mouse_pos.x > data->game_rec.width
|
||||
|| raw_mouse_pos.y > data->game_rec.height
|
||||
) return;
|
||||
raw_mouse_pos.x < data->game_rec.width
|
||||
&& raw_mouse_pos.y < data->game_rec.height
|
||||
)
|
||||
{
|
||||
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
|
||||
|
||||
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
|
||||
if (tile_idx >= MAX_N_TILES) return;
|
||||
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
|
||||
if (tile_idx != last_tile_idx)
|
||||
if (tile_idx == last_tile_idx) return;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON))
|
||||
{
|
||||
enum EntitySpawnSelection sel = (enum EntitySpawnSelection)current_spawn_selection;
|
||||
switch (sel)
|
||||
{
|
||||
case TOGGLE_TILE:
|
||||
|
@ -387,6 +386,7 @@ static void toggle_block_system(Scene_t* scene)
|
|||
spawn_boulder(scene, tile_idx);
|
||||
break;
|
||||
}
|
||||
|
||||
if (tilemap.tiles[tile_idx].tile_type == SPIKES)
|
||||
{
|
||||
// Priority: Down, Up, Left, Right
|
||||
|
@ -427,29 +427,37 @@ static void toggle_block_system(Scene_t* scene)
|
|||
|| tilemap.tiles[tile_idx].tile_type == SPIKES
|
||||
);
|
||||
}
|
||||
}
|
||||
else if (IsMouseButtonDown(MOUSE_RIGHT_BUTTON))
|
||||
{
|
||||
if (
|
||||
raw_mouse_pos.x > data->game_rec.width
|
||||
|| raw_mouse_pos.y > data->game_rec.height
|
||||
) return;
|
||||
Vector2 mouse_pos = GetScreenToWorld2D(raw_mouse_pos, data->cam);
|
||||
|
||||
unsigned int tile_idx = get_tile_idx(mouse_pos.x, mouse_pos.y, &tilemap);
|
||||
if (tile_idx >= MAX_N_TILES) return;
|
||||
if (tile_idx != last_tile_idx)
|
||||
{
|
||||
tilemap.tiles[tile_idx].tile_type = EMPTY_TILE;
|
||||
tilemap.tiles[tile_idx].solid = NOT_SOLID;
|
||||
tilemap.tiles[tile_idx].water_level = 0;
|
||||
tilemap.tiles[tile_idx].moveable = true;
|
||||
|
||||
Entity_t* ent;
|
||||
unsigned int m_id;
|
||||
sc_map_foreach(&tilemap.tiles[tile_idx].entities_set, m_id, ent)
|
||||
{
|
||||
if (ent->m_tag == PLAYER_ENT_TAG) continue;
|
||||
CTileCoord_t* p_tilecoord = get_component(
|
||||
ent, CTILECOORD_COMP_T
|
||||
);
|
||||
|
||||
for (size_t i = 0;i < p_tilecoord->n_tiles; ++i)
|
||||
{
|
||||
// Use previously store tile position
|
||||
// Clear from those positions
|
||||
unsigned int tile_idx = p_tilecoord->tiles[i];
|
||||
sc_map_del_64v(&(tilemap.tiles[tile_idx].entities_set), m_id);
|
||||
}
|
||||
remove_entity(&scene->ent_manager, m_id);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
last_tile_idx = MAX_N_TILES;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void level_do_action(Scene_t* scene, ActionType_t action, bool pressed)
|
||||
|
|
Loading…
Reference in New Issue