all: rename mach.Entity.Mod -> mach.Entities.Mod
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
11ebce62a3
commit
541ce9e7c0
18 changed files with 69 additions and 69 deletions
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@ -48,7 +48,7 @@ fn init(
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// These are injected dependencies - as long as these modules were registered in the top-level
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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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entity: *mach.Entity.Mod,
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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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@ -56,7 +56,7 @@ fn init(
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renderer.send(.init, .{});
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// Create our player entity.
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const player = try entity.new();
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const player = try entities.new();
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// Give our player entity a .renderer.position and .renderer.scale component. Note that these
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// are defined by the Renderer module, so we use `renderer: *Renderer.Mod` to interact with
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@ -82,7 +82,7 @@ fn init(
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// TODO(important): remove need for returning an error here
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fn tick(
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entity: *mach.Entity.Mod,
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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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@ -136,7 +136,7 @@ fn tick(
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_ = game.state().spawn_timer.lap(); // Reset the timer
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for (0..5) |_| {
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// Spawn a new entity at the same position as the player, but smaller in scale.
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const new_entity = try entity.new();
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const new_entity = try entities.new();
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try renderer.set(new_entity, .position, player_pos);
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try renderer.set(new_entity, .scale, 1.0 / 6.0);
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@ -162,7 +162,7 @@ fn tick(
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} });
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while (archetypes_iter.next()) |archetype| {
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// Iterate the ID and position of each entity
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const ids = archetype.slice(.entity, .id);
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const ids = archetype.slice(.entities, .id);
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const positions = archetype.slice(.renderer, .position);
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for (ids, positions) |id, position| {
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// Nested query to find all the other follower entities that we should move away from.
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@ -175,7 +175,7 @@ fn tick(
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.{ .app = &.{.follower} },
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} });
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while (archetypes_iter_2.next()) |archetype_2| {
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const other_ids = archetype_2.slice(.entity, .id);
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const other_ids = archetype_2.slice(.entities, .id);
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const other_positions = archetype_2.slice(.renderer, .position);
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for (other_ids, other_positions) |other_id, other_position| {
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if (id == other_id) continue;
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@ -143,7 +143,7 @@ fn renderFrame(
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} });
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var num_entities: usize = 0;
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const ids = archetype.slice(.entities, .id);
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const positions = archetype.slice(.renderer, .position);
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const scales = archetype.slice(.renderer, .scale);
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for (ids, positions, scales) |id, position, scale| {
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@ -60,7 +60,7 @@ fn init(core: *mach.Core.Mod, sprite_pipeline: *gfx.SpritePipeline.Mod, glyphs:
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}
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fn afterInit(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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glyphs: *Glyphs.Mod,
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@ -68,7 +68,7 @@ fn afterInit(
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) !void {
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// Create a sprite rendering pipeline
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const texture = glyphs.state().texture;
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const pipeline = try entity.new();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, texture);
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sprite_pipeline.send(.update, .{});
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@ -77,7 +77,7 @@ fn afterInit(
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// type than the `.physics2d` module's `.location` component if you desire.
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const r = glyphs.state().regions.get('?').?;
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const player = try entity.new();
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const player = try entities.new();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .pipeline, pipeline);
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try sprite.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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@ -98,7 +98,7 @@ fn afterInit(
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}
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fn tick(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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@ -152,7 +152,7 @@ fn tick(
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const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, glyphs.state().regions.count() - 1);
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const r = glyphs.state().regions.entries.get(rand_index).value;
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const new_entity = try entity.new();
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
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try sprite.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
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@ -169,7 +169,7 @@ fn tick(
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.{ .mach_gfx_sprite = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const ids = archetype.slice(.entities, .id);
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const transforms = archetype.slice(.mach_gfx_sprite, .transform);
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for (ids, transforms) |id, *old_transform| {
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var location = old_transform.translation();
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@ -65,7 +65,7 @@ fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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}
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fn audioStateChange(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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) !void {
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@ -75,14 +75,14 @@ fn audioStateChange(
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} });
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while (archetypes_iter.next()) |archetype| {
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for (
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archetype.slice(.entity, .id),
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archetype.slice(.entities, .id),
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archetype.slice(.mach_audio, .playing),
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) |id, playing| {
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if (playing) continue;
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if (app.get(id, .play_after)) |frequency| {
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// Play a new sound
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const e = try entity.new();
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const e = try entities.new();
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try audio.set(e, .samples, try fillTone(audio, frequency));
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try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(e, .playing, true);
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@ -90,13 +90,13 @@ fn audioStateChange(
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}
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// Remove the entity for the old sound
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try entity.remove(id);
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try entities.remove(id);
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}
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}
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}
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fn tick(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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@ -123,7 +123,7 @@ fn tick(
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// Piano keys
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else => {
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// Play a new sound
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const e = try entity.new();
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const e = try entities.new();
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try audio.set(e, .samples, try fillTone(audio, keyToFrequency(ev.key)));
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try audio.set(e, .channels, @intCast(audio.state().player.channels().len));
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try audio.set(e, .playing, true);
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@ -33,7 +33,7 @@ pub const components = .{
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sfx: Opus,
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fn init(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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@ -53,7 +53,7 @@ fn init(
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// Initialize module state
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app.init(.{ .sfx = sfx });
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const bgm_entity = try entity.new();
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const bgm_entity = try entities.new();
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try app.set(bgm_entity, .is_bgm, {});
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try audio.set(bgm_entity, .samples, bgm.samples);
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try audio.set(bgm_entity, .channels, bgm.channels);
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@ -80,7 +80,7 @@ fn deinit(core: *mach.Core.Mod, audio: *mach.Audio.Mod) void {
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}
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fn audioStateChange(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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) !void {
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@ -88,7 +88,7 @@ fn audioStateChange(
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var archetypes_iter = audio.__entities.queryDeprecated(.{ .all = &.{.{ .mach_audio = &.{.playing} }} });
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while (archetypes_iter.next()) |archetype| {
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for (
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archetype.slice(.entity, .id),
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archetype.slice(.entities, .id),
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archetype.slice(.mach_audio, .playing),
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) |id, playing| {
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if (playing) continue;
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@ -99,14 +99,14 @@ fn audioStateChange(
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try audio.set(id, .playing, true);
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} else {
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// Remove the entity for the old sound
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try entity.remove(id);
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try entities.remove(id);
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}
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}
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}
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}
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fn tick(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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audio: *mach.Audio.Mod,
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app: *Mod,
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@ -128,7 +128,7 @@ fn tick(
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},
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else => {
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// Play a new SFX
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const e = try entity.new();
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const e = try entities.new();
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try audio.set(e, .samples, app.state().sfx.samples);
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try audio.set(e, .channels, app.state().sfx.channels);
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try audio.set(e, .index, 0);
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@ -52,7 +52,7 @@ fn deinit(
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}
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fn init(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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@ -66,12 +66,12 @@ fn init(
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// Create a sprite rendering pipeline
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const allocator = gpa.allocator();
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const pipeline = try entity.new();
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const pipeline = try entities.new();
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try sprite_pipeline.set(pipeline, .texture, try loadTexture(core, allocator));
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sprite_pipeline.send(.update, .{});
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// Create our player sprite
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const player = try entity.new();
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const player = try entities.new();
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try sprite.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
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try sprite.set(player, .size, vec2(32, 32));
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try sprite.set(player, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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@ -95,7 +95,7 @@ fn init(
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}
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fn tick(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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sprite: *gfx.Sprite.Mod,
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sprite_pipeline: *gfx.SpritePipeline.Mod,
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@ -145,7 +145,7 @@ fn tick(
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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const new_entity = try entity.new();
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const new_entity = try entities.new();
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try sprite.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scale(Vec3.splat(0.3))));
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try sprite.set(new_entity, .size, vec2(32, 32));
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try sprite.set(new_entity, .uv_transform, Mat3x3.translate(vec2(0, 0)));
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@ -162,7 +162,7 @@ fn tick(
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.{ .mach_gfx_sprite = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const ids = archetype.slice(.entities, .id);
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const transforms = archetype.slice(.mach_gfx_sprite, .transform);
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for (ids, transforms) |id, *old_transform| {
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_ = id;
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@ -63,7 +63,7 @@ fn deinit(
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}
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fn init(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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@ -74,21 +74,21 @@ fn init(
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// TODO: a better way to initialize entities with default values
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// TODO(text): most of these style options are not respected yet.
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const style1 = try entity.new();
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const style1 = try entities.new();
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try text_style.set(style1, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style1, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style1, .font_weight, gfx.font_weight_normal);
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try text_style.set(style1, .italic, false);
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try text_style.set(style1, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style2 = try entity.new();
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const style2 = try entities.new();
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try text_style.set(style2, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style2, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style2, .font_weight, gfx.font_weight_normal);
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try text_style.set(style2, .italic, true);
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try text_style.set(style2, .color, vec4(0.6, 1.0, 0.6, 1.0));
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const style3 = try entity.new();
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const style3 = try entities.new();
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try text_style.set(style3, .font_name, "Roboto Medium"); // TODO
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try text_style.set(style3, .font_size, 48 * gfx.px_per_pt); // 48pt
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try text_style.set(style3, .font_weight, gfx.font_weight_bold);
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@ -96,12 +96,12 @@ fn init(
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try text_style.set(style3, .color, vec4(0.6, 1.0, 0.6, 1.0));
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// Create a text rendering pipeline
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const pipeline = try entity.new();
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const pipeline = try entities.new();
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try text_pipeline.set(pipeline, .is_pipeline, {});
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text_pipeline.send(.update, .{});
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// Create some text
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const player = try entity.new();
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const player = try entities.new();
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try text.set(player, .pipeline, pipeline);
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try text.set(player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(vec3(0, 0, 0))));
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@ -133,7 +133,7 @@ fn init(
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}
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fn tick(
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entity: *mach.Entity.Mod,
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entities: *mach.Entities.Mod,
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core: *mach.Core.Mod,
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text: *gfx.Text.Mod,
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text_pipeline: *gfx.TextPipeline.Mod,
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@ -183,7 +183,7 @@ fn tick(
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 50;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 50;
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const new_entity = try entity.new();
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const new_entity = try entities.new();
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try text.set(new_entity, .pipeline, game.state().pipeline);
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try text.set(new_entity, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(new_pos)));
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@ -205,7 +205,7 @@ fn tick(
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.{ .mach_gfx_text = &.{.transform} },
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} });
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while (archetypes_iter.next()) |archetype| {
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const ids = archetype.slice(.entity, .id);
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const ids = archetype.slice(.entities, .id);
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const transforms = archetype.slice(.mach_gfx_text, .transform);
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for (ids, transforms) |id, *old_transform| {
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_ = id;
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