all: rename mach.Entity.Mod -> mach.Entities.Mod
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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11ebce62a3
commit
541ce9e7c0
18 changed files with 69 additions and 69 deletions
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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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