Implement sprite movement

This commit is contained in:
2025-05-24 21:43:20 +02:00
parent 8f64c95dbd
commit 5f8694fea2

View File

@@ -23,6 +23,8 @@ struct Position {
int main() {
spdlog::info("Initialize SDL...");
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
if (!SDL_Init(SDL_INIT_VIDEO)) {
spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
std::terminate();
@@ -53,10 +55,13 @@ int main() {
.texture_atlas_index = 0,
.custom_size = Vec2{.x = WINDOW_WIDTH, .y = WINDOW_HEIGHT}});
struct Fruit {};
world.entity("Sprite1")
.set<Position>(Position{.x = 0, .y = 0})
.set<Sprite>(
Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 0});
Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 0})
.add<Fruit>();
world.entity("Sprite2")
.set<Position>(Position{.x = 32, .y = 32})
@@ -66,8 +71,8 @@ int main() {
world.system<SdlHandles const, Position const, Sprite const>("RenderSprites")
.term_at(0)
.singleton()
.each([](flecs::entity e, SdlHandles const &sdl_handles,
Position const &pos, Sprite const &sprite) {
.each([](SdlHandles const &sdl_handles, Position const &pos,
Sprite const &sprite) {
TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
uint8_t row = sprite.texture_atlas_index / layout.columns;
uint8_t column = sprite.texture_atlas_index % layout.columns;
@@ -87,6 +92,25 @@ int main() {
&srcrect, &dstrect);
});
world.system<ButtonInput const, Position, Sprite const, Fruit>("MoveSprites")
.term_at(0)
.singleton()
.each([](ButtonInput const &input, Position &pos, Sprite const &sprite,
Fruit) {
if (input.pressed.contains(SDLK_LEFT)) {
pos.x -= 1;
}
if (input.pressed.contains(SDLK_RIGHT)) {
pos.x += 1;
}
if (input.pressed.contains(SDLK_UP)) {
pos.y -= 1;
}
if (input.pressed.contains(SDLK_DOWN)) {
pos.y += 1;
}
});
bool exit_gameloop = false;
while (!exit_gameloop) {
auto *input = world.get_mut<ButtonInput>();
@@ -119,11 +143,6 @@ int main() {
}
// Game Logic
if (input->just_pressed.contains(SDLK_X))
spdlog::info("X pressed!");
if (input->just_released.contains(SDLK_X))
spdlog::info("X released!");
// Render
SDL_RenderClear(renderer);