Movement System
Source: client/engine/systems/SystemsFunctions/MovementSystem.cpp
Purpose: Apply velocity and acceleration to entity Transforms.
Components used:
Transform(x, y, rotation, scale)Velocity(vx, vy, accelerationX, accelerationY)
Behavior
- Update position:
transform.x += velocity.vx * dtandtransform.y += velocity.vy * dt. - Update velocity by applying acceleration:
vx += accelerationX * dt.
Main signature
void MovementSystem(Eng::registry ®, const float dt,
Eng::sparse_array<Com::Transform> &transforms,
Eng::sparse_array<Com::Velocity> &velocities);
Notes
dttypically comes fromgame_world.last_delta_.- No collision or bounds handling here; this is simple kinematic motion.