Add soldiers

This commit is contained in:
2024-01-23 20:31:23 +01:00
parent 777ebeadc4
commit 07d1852fb9
9 changed files with 313 additions and 36 deletions

View File

@@ -31,20 +31,31 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
//if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
Position pos = (Position) { object.shape.x, object.shape.y };
entityCreateWorker(pos, game);
/*ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
.curFrame=0,
.frameDuration=0.6f + (i % 10) * 0.05f,
.elapsed=i * 0.1f,
});
*/
//EntityArms arms = {
// .left=createEntity(ECS),
// .right=createEntity(ECS),
//};
//ecs_set_ptr(ECS, e, EntityArms, &arms);
BzTileID gid = bzTilesetGetTileID(objectTileset, object.gid);
BzTileID baseGid = getTileBase(gid);
Player player = PLAYER_RED;
if (baseGid != gid)
player = PLAYER_BLUE;
EntityType entity = getTileEntity(baseGid);
switch (entity) {
case ENTITY_GOBLIN:
break;
case ENTITY_MAGE:
break;
case ENTITY_ORC:
break;
case ENTITY_SOLDIER:
entityCreateSoldier(pos, player, game);
break;
case ENTITY_WARRIOR:
break;
case ENTITY_WORKER:
entityCreateWorker(pos, player, game);
break;
default:
BZ_ASSERT(false);
break;
}
}
return true;