Add basic game loop

master
John Montagu, the 4th Earl of Sandvich 2026-03-15 19:44:49 -07:00
parent 78c07da39f
commit 7e954cd4de
Signed by: sandvich
GPG Key ID: 9A39BE37E602B22D
6 changed files with 455 additions and 130 deletions

View File

@ -1,11 +1,13 @@
#pragma once #pragma once
#include "Entity.hpp" #include "Entity.hpp"
#include "GameContext.hpp"
#include "raylib.h" #include "raylib.h"
#include <algorithm> #include <algorithm>
#include <cmath> #include <cmath>
#include <functional>
struct TransformComponent : public Component { struct TransformComponent : public Component {
float x = 0.0f; float x = 0.0f;
@ -51,7 +53,6 @@ struct GravityWellComponent : public Component {
return; return;
} }
// TODO: use buffered input
active = IsMouseButtonDown(MOUSE_BUTTON_LEFT); active = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
const Vector2 mouse = GetMousePosition(); const Vector2 mouse = GetMousePosition();
@ -63,44 +64,35 @@ struct GravityWellComponent : public Component {
void Cleanup() override {} void Cleanup() override {}
}; };
struct GravityReceiverComponent : public Component { struct ScrollComponent : public Component {
Entity *well = nullptr; float scrollX = 0.0f;
bool inVoid = false; float speed = 2.0f;
float accel = 0.018f;
void Setup() override {} void Setup() override {}
void Update(float dt) override { void Update(float dt) override {
(void)inVoid; speed += accel * dt;
scrollX += speed * dt * 60.0f;
if (!well) { if (context) {
return; context->scrollX = scrollX;
} }
auto myTransform = entity->GetComponent<TransformComponent>();
auto physics = entity->GetComponent<PhysicsComponent>();
auto wellTransform = well->GetComponent<TransformComponent>();
auto wellGravity = well->GetComponent<GravityWellComponent>();
if (!myTransform || !physics || !wellTransform || !wellGravity) {
return;
} }
void Cleanup() override {}
};
if (!wellGravity->get().active) { struct MeterComponent : public Component {
return; float value = 60.0f;
} float maxValue = 100.0f;
float drainRate = 14.0f;
float gainPerStar = 28.0f;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
const float dx = wellTransform->get().x - myTransform->get().x; struct NullZoneComponent : public Component {
const float dy = wellTransform->get().y - myTransform->get().y; float width = 70.0f;
const float dist = std::sqrt(dx * dx + dy * dy); void Setup() override {}
if (dist <= 0.0001f) { void Update(float) override {}
return;
}
const float clampedDist = std::max(dist, wellGravity->get().minDist);
const float force = wellGravity->get().mass / (clampedDist * clampedDist);
const float nx = dx / dist;
const float ny = dy / dist;
physics->get().vx += nx * force * dt;
physics->get().vy += ny * force * dt;
}
void Cleanup() override {} void Cleanup() override {}
}; };
@ -111,22 +103,21 @@ struct ColliderComponent : public Component {
void Cleanup() override {} void Cleanup() override {}
}; };
struct ScrollComponent : public Component {
float scrollX = 0.0f;
float speed = 2.0f;
float accel = 0.018f;
void Setup() override {}
void Update(float dt) override {
speed += accel * dt;
scrollX += speed * dt * 60.0f;
}
void Cleanup() override {}
};
struct ScrollableComponent : public Component { struct ScrollableComponent : public Component {
float worldX = 0.0f; float worldX = 0.0f;
void Setup() override {} void Setup() override {}
void Update(float) override {} void Update(float) override {
if (!context) {
return;
}
auto transform = entity->GetComponent<TransformComponent>();
if (!transform) {
return;
}
transform->get().x = worldX - context->scrollX;
}
void Cleanup() override {} void Cleanup() override {}
}; };
@ -149,10 +140,212 @@ struct ProjectionComponent : public Component {
void Cleanup() override {} void Cleanup() override {}
}; };
struct MeterComponent : public Component { struct CollectibleComponent : public Component {
float value = 60.0f; bool collected = false;
void Setup() override {} void Setup() override {}
void Update(float) override {} void Update(float) override {
if (collected || !context || !context->probeEntity || entity == context->probeEntity) {
return;
}
auto selfTransform = entity->GetComponent<TransformComponent>();
auto selfCollider = entity->GetComponent<ColliderComponent>();
auto probeTransform = context->probeEntity->GetComponent<TransformComponent>();
auto probeCollider = context->probeEntity->GetComponent<ColliderComponent>();
if (!selfTransform || !selfCollider || !probeTransform || !probeCollider) {
return;
}
const float dx = selfTransform->get().x - probeTransform->get().x;
const float dy = selfTransform->get().y - probeTransform->get().y;
const float r = selfCollider->get().radius + probeCollider->get().radius;
if ((dx * dx + dy * dy) > (r * r)) {
return;
}
collected = true;
if (!context->hudEntity) {
return;
}
auto meter = context->hudEntity->GetComponent<MeterComponent>();
if (!meter) {
return;
}
meter->get().value =
std::min(meter->get().maxValue, meter->get().value + meter->get().gainPerStar);
}
void Cleanup() override {}
};
struct HazardComponent : public Component {
void Setup() override {}
void Update(float) override {
if (!context || !context->probeEntity || entity == context->probeEntity) {
return;
}
auto selfTransform = entity->GetComponent<TransformComponent>();
auto selfCollider = entity->GetComponent<ColliderComponent>();
auto probeTransform = context->probeEntity->GetComponent<TransformComponent>();
auto probeCollider = context->probeEntity->GetComponent<ColliderComponent>();
if (!selfTransform || !selfCollider || !probeTransform || !probeCollider) {
return;
}
const float dx = selfTransform->get().x - probeTransform->get().x;
const float dy = selfTransform->get().y - probeTransform->get().y;
const float r = selfCollider->get().radius + probeCollider->get().radius;
if ((dx * dx + dy * dy) <= (r * r)) {
context->resetRequested = true;
}
}
void Cleanup() override {}
};
struct GravityReceiverComponent : public Component {
Entity *well = nullptr;
bool inVoid = false;
void Setup() override {}
void Update(float dt) override {
if (!context || !context->probeEntity || entity != context->probeEntity) {
return;
}
if (!well && context->wellEntity) {
well = context->wellEntity;
}
if (!well) {
return;
}
auto myTransform = entity->GetComponent<TransformComponent>();
auto physics = entity->GetComponent<PhysicsComponent>();
auto wellTransform = well->GetComponent<TransformComponent>();
auto wellGravity = well->GetComponent<GravityWellComponent>();
if (!myTransform || !physics || !wellTransform || !wellGravity) {
return;
}
MeterComponent *meterPtr = nullptr;
if (context->hudEntity) {
auto meter = context->hudEntity->GetComponent<MeterComponent>();
if (meter) {
meterPtr = &meter->get();
}
}
if (!wellGravity->get().active) {
return;
}
if (meterPtr && meterPtr->value <= 0.0f) {
return;
}
inVoid = false;
if (context->entities) {
for (auto &other : *context->entities) {
if (!other || other.get() == entity) {
continue;
}
auto zone = other->GetComponent<NullZoneComponent>();
auto zoneTransform = other->GetComponent<TransformComponent>();
if (!zone || !zoneTransform) {
continue;
}
const float left = zoneTransform->get().x;
const float right = left + zone->get().width;
if (myTransform->get().x >= left && myTransform->get().x <= right) {
inVoid = true;
break;
}
}
}
if (inVoid) {
return;
}
const float dx = wellTransform->get().x - myTransform->get().x;
const float dy = wellTransform->get().y - myTransform->get().y;
const float dist = std::sqrt(dx * dx + dy * dy);
if (dist <= 0.0001f) {
return;
}
const float clampedDist = std::max(dist, wellGravity->get().minDist);
const float force = wellGravity->get().mass / (clampedDist * clampedDist);
const float nx = dx / dist;
const float ny = dy / dist;
physics->get().vx += nx * force * dt;
physics->get().vy += ny * force * dt;
if (meterPtr) {
meterPtr->value = std::max(0.0f, meterPtr->value - meterPtr->drainRate * dt);
}
}
void Cleanup() override {}
};
struct ProbeStateComponent : public Component {
float spawnX = 96.0f;
float spawnY = 230.0f;
float spawnVx = 165.0f;
float spawnVy = 0.0f;
void Setup() override {}
void Update(float) override {
if (!context || !context->probeEntity || entity != context->probeEntity) {
return;
}
auto transform = entity->GetComponent<TransformComponent>();
auto physics = entity->GetComponent<PhysicsComponent>();
if (!transform || !physics) {
return;
}
if (transform->get().y < -20.0f ||
transform->get().y > static_cast<float>(GetScreenHeight() + 20) ||
transform->get().x < -20.0f) {
context->resetRequested = true;
}
if (!context->resetRequested) {
return;
}
transform->get().x = spawnX;
transform->get().y = spawnY;
physics->get().vx = spawnVx;
physics->get().vy = spawnVy;
if (context->hudEntity) {
auto meter = context->hudEntity->GetComponent<MeterComponent>();
if (meter) {
meter->get().value = 60.0f;
}
}
if (context->entities) {
for (auto &other : *context->entities) {
if (!other) {
continue;
}
auto collectible = other->GetComponent<CollectibleComponent>();
if (collectible) {
collectible->get().collected = false;
}
}
}
context->resetRequested = false;
}
void Cleanup() override {} void Cleanup() override {}
}; };
@ -163,21 +356,14 @@ struct HudComponent : public Component {
}; };
struct RenderComponent : public Component { struct RenderComponent : public Component {
virtual void Draw() {} std::function<void()> draw;
void Setup() override {}
void Update(float) override {}
void Cleanup() override {}
};
struct NullZoneComponent : public Component { virtual void Draw() {
float width = 70.0f; if (draw) {
void Setup() override {} draw();
void Update(float) override {} }
void Cleanup() override {} }
};
struct CollectibleComponent : public Component {
bool collected = false;
void Setup() override {} void Setup() override {}
void Update(float) override {} void Update(float) override {}
void Cleanup() override {} void Cleanup() override {}

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@ -17,10 +17,25 @@ std::shared_ptr<Entity> CreateProbe() {
physics.vy = 0.0f; physics.vy = 0.0f;
physics.speedCap = 8192.0f; physics.speedCap = 8192.0f;
e->AddComponent<ColliderComponent>(); auto &collider = e->AddComponent<ColliderComponent>();
collider.radius = 7.0f;
auto &probeState = e->AddComponent<ProbeStateComponent>();
probeState.spawnX = 96.0f;
probeState.spawnY = 230.0f;
probeState.spawnVx = 165.0f;
probeState.spawnVy = 0.0f;
e->AddComponent<TrailComponent>(); e->AddComponent<TrailComponent>();
e->AddComponent<ProjectionComponent>(); e->AddComponent<ProjectionComponent>();
e->AddComponent<RenderComponent>(); auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto transform = e->GetComponent<TransformComponent>();
if (!transform) {
return;
}
DrawCircleV({transform->get().x, transform->get().y}, 7.0f, Color{250, 244, 227, 255});
};
return e; return e;
} }
@ -35,7 +50,15 @@ std::shared_ptr<Entity> CreateGravityWell() {
well.minDist = 28.0f; well.minDist = 28.0f;
well.followLerp = 12.0f; well.followLerp = 12.0f;
e->AddComponent<RenderComponent>(); auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto transform = e->GetComponent<TransformComponent>();
if (!transform) {
return;
}
DrawCircleLines(static_cast<int>(transform->get().x), static_cast<int>(transform->get().y),
18.0f, Color{86, 197, 255, 255});
};
return e; return e;
} }
@ -46,9 +69,18 @@ std::shared_ptr<Entity> CreateStar(float x, float y) {
t.y = y; t.y = y;
auto &scrollable = e->AddComponent<ScrollableComponent>(); auto &scrollable = e->AddComponent<ScrollableComponent>();
scrollable.worldX = x; scrollable.worldX = x;
e->AddComponent<ColliderComponent>(); auto &collider = e->AddComponent<ColliderComponent>();
collider.radius = 6.0f;
e->AddComponent<CollectibleComponent>(); e->AddComponent<CollectibleComponent>();
e->AddComponent<RenderComponent>(); auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto transform = e->GetComponent<TransformComponent>();
if (!transform) {
return;
}
DrawCircleV({transform->get().x, transform->get().y}, 6.0f, Color{255, 223, 86, 255});
};
return e; return e;
} }
@ -59,8 +91,19 @@ std::shared_ptr<Entity> CreateAsteroid(float x, float y) {
t.y = y; t.y = y;
auto &scrollable = e->AddComponent<ScrollableComponent>(); auto &scrollable = e->AddComponent<ScrollableComponent>();
scrollable.worldX = x; scrollable.worldX = x;
e->AddComponent<ColliderComponent>(); auto &collider = e->AddComponent<ColliderComponent>();
e->AddComponent<RenderComponent>(); collider.radius = 13.0f;
e->AddComponent<HazardComponent>();
auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto transform = e->GetComponent<TransformComponent>();
if (!transform) {
return;
}
DrawCircleV({transform->get().x, transform->get().y}, 13.0f, Color{116, 126, 142, 255});
};
return e; return e;
} }
@ -73,7 +116,17 @@ std::shared_ptr<Entity> CreateNullZone(float x, float width) {
auto &nullZone = e->AddComponent<NullZoneComponent>(); auto &nullZone = e->AddComponent<NullZoneComponent>();
nullZone.width = width; nullZone.width = width;
e->AddComponent<RenderComponent>(); auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto transform = e->GetComponent<TransformComponent>();
auto zone = e->GetComponent<NullZoneComponent>();
if (!transform || !zone) {
return;
}
DrawRectangle(static_cast<int>(transform->get().x), 0, static_cast<int>(zone->get().width),
GetScreenHeight(), Color{96, 64, 146, 80});
};
return e; return e;
} }
@ -88,6 +141,20 @@ std::shared_ptr<Entity> CreateHUD() {
auto e = std::make_shared<Entity>(); auto e = std::make_shared<Entity>();
e->AddComponent<MeterComponent>(); e->AddComponent<MeterComponent>();
e->AddComponent<HudComponent>(); e->AddComponent<HudComponent>();
e->AddComponent<RenderComponent>(); auto &render = e->AddComponent<RenderComponent>();
render.draw = [e]() {
auto meter = e->GetComponent<MeterComponent>();
if (!meter) {
return;
}
const float t = std::clamp(meter->get().value / 100.0f, 0.0f, 1.0f);
const int x = 14;
const int y = 86;
const int w = 240;
const int h = 14;
DrawRectangleLines(x, y, w, h, Color{125, 140, 165, 255});
DrawRectangle(x + 1, y + 1, static_cast<int>((w - 2) * t), h - 2, Color{60, 199, 178, 255});
};
return e; return e;
} }

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@ -1,5 +1,7 @@
#pragma once #pragma once
#include "GameContext.hpp"
#include <concepts> #include <concepts>
#include <functional> #include <functional>
#include <memory> #include <memory>
@ -9,9 +11,17 @@
struct Entity; struct Entity;
class Component; class Component;
/**
* Base interface that every component derives from. Each component keeps a
* backref to its owning entity plus the shared game context so it can read
* global state (scroll offset, meter, entity pointers, reset flags, etc.). The
* lifecycle follows a `Setup` / `Update` / `Cleanup` pattern invoked by the
* owning entity.
*/
class Component { class Component {
public: public:
Entity *entity = nullptr; Entity *entity = nullptr;
GameContext *context = nullptr;
virtual void Setup() = 0; virtual void Setup() = 0;
virtual void Update(float dt) = 0; virtual void Update(float dt) = 0;
@ -22,14 +32,45 @@ class Component {
struct Entity { struct Entity {
std::vector<std::shared_ptr<Component>> components; std::vector<std::shared_ptr<Component>> components;
GameContext *context = nullptr;
/**
* Injects the global game context/state so the entity and its components can
* stay in sync with the global scroll/meter/reset state and known
* entity references.
*
* @param ctx Current game-wide context containing globals like scroll, entity handles, and
* reset flags.
*/
void SetContext(GameContext *ctx) {
context = ctx;
for (auto &component : components) {
component->context = ctx;
}
}
/**
* Adds a component of type T to the entity, wiring ownership, the game
* context, and calling `Setup` immediately.
*
* @tparam T Component subclass type to add.
* @return Reference to the newly created component.
*/
template <std::derived_from<Component> T> T &AddComponent() { template <std::derived_from<Component> T> T &AddComponent() {
auto &ptr = components.emplace_back(std::make_shared<T>()); auto &ptr = components.emplace_back(std::make_shared<T>());
ptr->entity = this; ptr->entity = this;
ptr->context = context;
ptr->Setup(); ptr->Setup();
return static_cast<T &>(*ptr); return static_cast<T &>(*ptr);
} }
/**
* Finds the first component of type T in this entity and returns a
* reference_wrapper if found.
*
* @tparam T Component subclass to get.
* @return Optional ref wrapper to the component if found, otherwise empty.
*/
template <std::derived_from<Component> T> template <std::derived_from<Component> T>
std::optional<std::reference_wrapper<T>> GetComponent() const { std::optional<std::reference_wrapper<T>> GetComponent() const {
for (auto &c : components) { for (auto &c : components) {
@ -41,6 +82,12 @@ struct Entity {
return {}; return {};
} }
/**
* Propagates the delta time to all owned components so they can run their
* per-frame logic while sharing the same global context state.
*
* @param dt Time elapsed since the last frame.
*/
void Update(float dt) { void Update(float dt) {
for (auto &c : components) { for (auto &c : components) {
c->Update(dt); c->Update(dt);

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@ -0,0 +1,50 @@
#pragma once
#include <memory>
#include <vector>
struct Entity;
/**
* Shared execution context that flows through every entity and component so
* they can read/write the global scroll, known entity handles, and reset state.
*/
struct GameContext {
/**
* Pointer to the global entity list stored in `main.cpp`, allowing systems
* or components to inspect/create entities.
*/
std::vector<std::shared_ptr<Entity>> *entities = nullptr;
/**
* Entity that owns the static world geometry (terrain, background, etc.).
*/
Entity *worldEntity = nullptr;
/**
* Entity representing the gravity well that drags collectibles/probe.
*/
Entity *wellEntity = nullptr;
/**
* Entity for the player's probe input/state representation.
*/
Entity *probeEntity = nullptr;
/**
* HUD entity that draws meter/score/probe status overlays.
*/
Entity *hudEntity = nullptr;
/**
* Global horizontal scroll offset that components read to position
* themselves on screen.
*/
float scrollX = 0.0f;
/**
* Flag that a component (usually reset button) can toggle to request the
* gameplay systems reset the probe/meter/collectibles.
*/
bool resetRequested = false;
};

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@ -2,47 +2,26 @@
#include "Components.hpp" #include "Components.hpp"
#include "Entity.hpp" #include "Entity.hpp"
#include "GameContext.hpp"
#include <memory> #include <memory>
#include <vector> #include <vector>
void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, float deltaTime) { void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, GameContext &context,
std::shared_ptr<Entity> worldEntity; float deltaTime) {
std::shared_ptr<Entity> wellEntity; context.entities = &entities;
float scrollX = 0.0f; context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
if (!entities.empty()) { context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
worldEntity = entities[0]; context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
}
if (entities.size() > 1) {
wellEntity = entities[1];
}
if (worldEntity) {
worldEntity->Update(deltaTime);
auto scroll = worldEntity->GetComponent<ScrollComponent>();
if (scroll) {
scrollX = scroll->get().scrollX;
}
}
if (wellEntity) {
wellEntity->Update(deltaTime);
}
for (auto &entity : entities) { for (auto &entity : entities) {
if (entity == worldEntity || entity == wellEntity || !entity) { if (!entity) {
continue; continue;
} }
auto receiver = entity->GetComponent<GravityReceiverComponent>(); if (entity->context != &context) {
if (receiver) { entity->SetContext(&context);
receiver->get().well = wellEntity.get();
}
auto transform = entity->GetComponent<TransformComponent>();
auto scrollable = entity->GetComponent<ScrollableComponent>();
if (transform && scrollable) {
transform->get().x = scrollable->get().worldX - scrollX;
} }
entity->Update(deltaTime); entity->Update(deltaTime);

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@ -2,6 +2,7 @@
#include "Draw.hpp" #include "Draw.hpp"
#include "Entities.hpp" #include "Entities.hpp"
#include "Entity.hpp" #include "Entity.hpp"
#include "GameContext.hpp"
#include "Systems.hpp" #include "Systems.hpp"
#include "raylib-cpp.hpp" #include "raylib-cpp.hpp"
@ -14,6 +15,8 @@ int main() {
std::vector<std::shared_ptr<Entity>> entities; std::vector<std::shared_ptr<Entity>> entities;
entities.reserve(20); entities.reserve(20);
GameContext context;
entities.push_back(CreateWorld()); entities.push_back(CreateWorld());
entities.push_back(CreateGravityWell()); entities.push_back(CreateGravityWell());
entities.push_back(CreateProbe()); entities.push_back(CreateProbe());
@ -25,15 +28,11 @@ int main() {
while (!window.ShouldClose()) { while (!window.ShouldClose()) {
float dt = window.GetFrameTime(); float dt = window.GetFrameTime();
UpdateAllSystems(entities, dt); UpdateAllSystems(entities, context, dt);
auto worldScroll = entities[0]->GetComponent<ScrollComponent>(); auto worldScroll = entities[0]->GetComponent<ScrollComponent>();
auto wellTransform = entities[1]->GetComponent<TransformComponent>();
auto probeTransform = entities[2]->GetComponent<TransformComponent>(); auto probeTransform = entities[2]->GetComponent<TransformComponent>();
auto starTransform = entities[3]->GetComponent<TransformComponent>(); auto hudMeter = entities.back()->GetComponent<MeterComponent>();
auto asteroidTransform = entities[4]->GetComponent<TransformComponent>();
auto nullTransform = entities[5]->GetComponent<TransformComponent>();
auto nullZone = entities[5]->GetComponent<NullZoneComponent>();
window.BeginDrawing(); window.BeginDrawing();
window.ClearBackground(raylib::Color(11, 15, 26, 255)); window.ClearBackground(raylib::Color(11, 15, 26, 255));
@ -50,32 +49,29 @@ int main() {
if (probeTransform) { if (probeTransform) {
const auto &probe = probeTransform->get(); const auto &probe = probeTransform->get();
::DrawCircleV({probe.x, probe.y}, 7.0f, raylib::Color(250, 244, 227, 255));
raylib::DrawText(TextFormat("probe: (%.1f, %.1f)", probe.x, probe.y), 14, 60, 16, raylib::DrawText(TextFormat("probe: (%.1f, %.1f)", probe.x, probe.y), 14, 60, 16,
raylib::Color(235, 215, 125, 255)); raylib::Color(235, 215, 125, 255));
} }
if (wellTransform) { if (hudMeter) {
const auto &well = wellTransform->get(); raylib::DrawText(TextFormat("meter: %.1f", hudMeter->get().value), 14, 80, 16,
::DrawCircleLines(static_cast<int>(well.x), static_cast<int>(well.y), 18.0f, raylib::Color(120, 210, 190, 255));
raylib::Color(86, 197, 255, 255));
} }
if (starTransform) { for (auto &entity : entities) {
const auto &star = starTransform->get(); if (!entity) {
::DrawCircleV({star.x, star.y}, 6.0f, raylib::Color(255, 223, 86, 255)); continue;
} }
if (asteroidTransform) { auto collectible = entity->GetComponent<CollectibleComponent>();
const auto &asteroid = asteroidTransform->get(); if (collectible && collectible->get().collected) {
::DrawCircleV({asteroid.x, asteroid.y}, 13.0f, raylib::Color(116, 126, 142, 255)); continue;
} }
if (nullTransform && nullZone) { auto render = entity->GetComponent<RenderComponent>();
const auto &zone = nullTransform->get(); if (render) {
const int width = static_cast<int>(nullZone->get().width); render->get().Draw();
::DrawRectangle(static_cast<int>(zone.x), 0, width, GetScreenHeight(), }
raylib::Color(96, 64, 146, 80));
} }
window.EndDrawing(); window.EndDrawing();