core: refactor
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c254337e4b
commit
266e7a548b
38 changed files with 4119 additions and 4836 deletions
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@ -25,7 +25,7 @@ pub const components = .{
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pub const systems = .{
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.init = .{ .handler = init },
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.deinit = .{ .handler = deinit },
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.tick = .{ .handler = tick },
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.update = .{ .handler = update },
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};
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// Define the globally unique name of our module. You can use any name here, but keep in mind no
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@ -38,9 +38,8 @@ pub const name = .app;
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// Note that Mod.state() returns an instance of our module struct.
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pub const Mod = mach.Mod(@This());
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pub fn deinit(core: *mach.Core.Mod, renderer: *Renderer.Mod) void {
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pub fn deinit(renderer: *Renderer.Mod) void {
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renderer.schedule(.deinit);
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core.schedule(.deinit);
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}
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fn init(
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@ -48,11 +47,9 @@ fn init(
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// of the program we can have these types injected here, letting us work with other modules in
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// our program seamlessly and with a type-safe API:
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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game: *Mod,
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) !void {
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core.schedule(.init);
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renderer.schedule(.init);
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// Create our player entity.
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@ -76,11 +73,9 @@ fn init(
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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});
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core.schedule(.start);
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}
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fn tick(
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fn update(
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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renderer: *Renderer.Mod,
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@ -88,7 +83,7 @@ fn tick(
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) !void {
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// TODO(important): event polling should occur in mach.Core module and get fired as ECS event.
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// TODO(Core)
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var iter = mach.core.pollEvents();
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var iter = core.state().pollEvents();
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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while (iter.next()) |event| {
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