sync my shit
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+14
-2
@@ -1,13 +1,25 @@
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package main
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import ecs "shoal/src"
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import rl "vendor:raylib"
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Transform :: struct {
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GridActorComponent :: struct {
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position: rl.Vector2,
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size: int,
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speed: f32,
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can_move: bool,
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}
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GridActor: ecs.Storage(GridActorComponent)
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Weapon :: struct {
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WeaponComponent :: struct {
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dmg: i32,
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rpm: f32,
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cooldown: bool,
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}
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Weapon: ecs.Storage(WeaponComponent)
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EnemyComponent :: struct {}
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Enemy: ecs.Storage(EnemyComponent)
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PlayerComponent :: struct {}
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Player: ecs.Storage(PlayerComponent)
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@@ -1,35 +0,0 @@
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package ecs
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import "core:fmt"
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startup_systems: [dynamic]proc()
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update_systems: [dynamic]proc()
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fixed_update_systems: [dynamic]proc()
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App :: struct {}
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Component :: union {
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Transform,
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}
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Transform :: struct {}
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STARTUP :: 0
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UPDATE :: 1
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FIXED_UPDATE :: 2
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add_system :: proc(schedule: int, system: proc()) {
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switch schedule {
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case 0:
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append(&startup_systems, system)
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case 1:
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append(&update_systems, system)
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case 2:
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append(&fixed_update_systems, system)
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}
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}
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ping :: proc() {
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}
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@@ -1,20 +1 @@
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package main
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import rl "vendor:raylib"
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Entity :: union {
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Player,
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Enemy,
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}
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Player :: struct {
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transform: Transform,
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sprite: rl.Texture2D,
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camera: rl.Camera2D,
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weapon: Weapon,
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}
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Enemy :: struct {
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transform: Transform,
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sprite: rl.Texture2D,
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}
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+35
-62
@@ -1,82 +1,65 @@
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package main
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import "core:fmt"
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import ecs "shoal/src"
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import rl "vendor:raylib"
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World :: struct {
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entities: map[rl.Vector2]Entity,
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}
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world: World
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player: Player
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enemy: Enemy
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camera: rl.Camera2D
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CELL_SIZE :: 20
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app: ecs.App
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main :: proc() {
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fmt.println("hello world")
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rl.InitWindow(800, 600, "grimm gameplay prototype")
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defer rl.CloseWindow()
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player = Player {
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transform = Transform{position = {4, 8}},
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camera = rl.Camera2D{target = {0, 0}, zoom = 1.5},
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weapon = Weapon{dmg = 1, rpm = 450, cooldown = false},
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}
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world.entities[player.transform.position] = player
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enemy = Enemy {
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transform = Transform{position = {8, 8}},
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}
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world.entities[enemy.transform.position] = enemy
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for !rl.WindowShouldClose() {
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update()
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rl.BeginDrawing()
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rl.ClearBackground(rl.PURPLE)
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rl.BeginMode2D(player.camera)
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draw()
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rl.EndMode2D()
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rl.EndDrawing()
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}
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ecs.add_plugin(&app, ecs.DefaultPlugin)
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ecs.add_system(&app, ecs.STARTUP, setup_entities)
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ecs.add_system(&app, ecs.UPDATE, player_move)
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ecs.add_system(&app, ecs.UPDATE, run_particle_system)
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ecs.add_system(&app, ecs.UPDATE, run_timers)
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ecs.add_system(&app, ecs.DRAW, draw_player)
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ecs.add_system(&app, ecs.UPDATE, update_grid_actor)
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ecs.run(&app)
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}
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update :: proc() {
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setup_entities :: proc() {
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player := ecs.spawn_entity(&app)
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ecs.add_component(player, &Player)
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ecs.add_component(player, &Weapon)
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ecs.add_component(player, &GridActor)
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ecs.add_component(player, &ecs.Sprite)
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ecs.add_component(player, &ecs.Transform)
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}
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player_move :: proc() {
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e, player := ecs.single(&Player)
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grid_actor := ecs.get_component(e, &GridActor)
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if rl.IsKeyPressed(rl.KeyboardKey.W) {
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move(&player.transform, 0, -1)
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move(grid_actor, 0, -1)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.A) {
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move(&player.transform, -1, 0)
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move(grid_actor, -1, 0)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.S) {
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move(&player.transform, 0, 1)
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move(grid_actor, 0, 1)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.D) {
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move(&player.transform, 1, 0)
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move(grid_actor, 1, 0)
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}
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if rl.IsKeyPressed(rl.KeyboardKey.SPACE) {
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move(&enemy.transform, 1, 0)
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}
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run_timers()
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}
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draw :: proc() {
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draw_player :: proc() {
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e, player := ecs.single(&Player)
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transform := ecs.get_component(e, &ecs.Transform)
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rl.DrawRectangle(
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i32(player.transform.position.x * CELL_SIZE),
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i32(player.transform.position.y * CELL_SIZE),
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i32(transform.translation.x),
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i32(transform.translation.y),
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CELL_SIZE,
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CELL_SIZE,
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rl.WHITE,
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)
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rl.DrawRectangle(
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i32(enemy.transform.position.x * CELL_SIZE),
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i32(enemy.transform.position.y * CELL_SIZE),
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CELL_SIZE,
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CELL_SIZE,
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rl.BLUE,
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)
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}
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draw_grid :: proc() {
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for x in 0 ..< 26 {
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for y in 0 ..< 26 {
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rl.DrawRectangleLines(
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@@ -88,14 +71,4 @@ draw :: proc() {
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)
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}
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}
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if rl.IsMouseButtonDown(rl.MouseButton.LEFT) {
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pos := rl.GetScreenToWorld2D(rl.GetMousePosition(), player.camera)
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pos_x := int(pos.x / CELL_SIZE) * CELL_SIZE
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pos_y := int(pos.y / CELL_SIZE) * CELL_SIZE
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shoot(player.transform, {f32(pos_x), f32(pos_y)})
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}
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run_particle_system()
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}
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Submodule
+1
Submodule general/shoal added at de088f69e6
+36
-11
@@ -3,39 +3,64 @@ package main
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import "core:fmt"
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import "core:math"
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import "core:math/rand"
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import ecs "shoal/src"
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import rl "vendor:raylib"
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move :: proc(t: ^Transform, x, y: f32) {
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next_position := Transform {
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can_move_signal := ecs.Signal {
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callbacks = {reset_grid_actor_can_move},
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}
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move :: proc(t: ^GridActorComponent, x, y: f32) {
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next_position := GridActorComponent {
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position = {t.position.x + x, t.position.y + y},
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}
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if e, occupied := world.entities[next_position.position]; !occupied {
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delete_key(&world.entities, t.position)
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defer world.entities[t.position] = e
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for i, v in ecs.slice(&GridActor) {
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if v.position != next_position.position {
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t.position = next_position.position
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}
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}
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}
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shoot :: proc(t: Transform, pos: rl.Vector2) {
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reset_grid_actor_can_move :: proc(args: ..any) {
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t.can_move = true
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}
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update_grid_actor :: proc() {
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for e, grid_actor in ecs.slice(&GridActor) {
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transform := ecs.get_component(e, &ecs.Transform)
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transform.translation = grid_actor.position * CELL_SIZE
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}
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}
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shoot :: proc(t: ecs.TransformComponent, weapon: ^WeaponComponent, pos: rl.Vector2) {
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pos_centered := center_to_grid(pos)
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t_centered := center_to_grid(t.position)
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t_centered := center_to_grid(t.translation)
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spray: rl.Vector2 = {
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pos.x + rand.float32_range(0, CELL_SIZE),
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pos.y + rand.float32_range(0, CELL_SIZE),
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}
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line_particle := LineParticle {
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pos1 = t.position * CELL_SIZE + 10,
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pos1 = t.translation * CELL_SIZE + 10,
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pos2 = spray,
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tint = rl.WHITE,
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lifetime = 0.2,
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}
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if player.weapon.cooldown == true {return}
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player.weapon.cooldown = true
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start_timer(60 / player.weapon.rpm, proc() {player.weapon.cooldown = false})
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if weapon.cooldown == true {return}
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weapon.cooldown = true
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start_timer(60 / weapon.rpm, reset_weapon_cooldown)
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spawn_particle(line_particle)
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}
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reset_weapon_cooldown :: proc() {
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for i, v in ecs.slice(&Player) {
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weapon := ecs.get_component(i, &Weapon)
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weapon.cooldown = false
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}
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}
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center_to_grid :: proc(pos: rl.Vector2) -> rl.Vector2 {
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pos_x, pos_y: f32
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pos_x = pos.x + CELL_SIZE / 2
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