Basic wood chopping

This commit is contained in:
2023-12-10 11:08:40 +01:00
parent b410867902
commit 11832ec1cc
10 changed files with 224 additions and 45 deletions

View File

@@ -18,6 +18,8 @@ bool initGameObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
return true;
}
bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
Game *game = ecs_singleton_get_mut(ECS, Game);
BzTileset *objectTileset = bzTileObjectGroupGetTileset(&game->map, objectGroup);
@@ -26,19 +28,9 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
for (i32 i = 0; i < objectGroup->objectCount; i++) {
if (i == 1) break;
BzTileObject object = objectGroup->objects[i];
ecs_entity_t e = ecs_new_id(ECS);
game->entity = e;
ecs_add(ECS, e, TextureEntities);
ecs_set(ECS, e, Position, {object.shape.x, object.shape.y});
ecs_set(ECS, e, Size, {object.shape.sizeX, object.shape.sizeY});
BzSpatialGridID spatialID = bzSpatialGridInsert(game->entityGrid, &e,
object.shape.x, object.shape.y,
object.shape.sizeX, object.shape.sizeY);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {objectTileset->tiles, bzTilesetGetTileRegion(objectTileset, object.gid)});
ecs_entity_t e = createWorker((Position) {object.shape.x, object.shape.y},
(Size) {object.shape.sizeX, object.shape.sizeY},
game->entityGrid, objectTileset, object.gid);
ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = objectTileset,
@@ -46,10 +38,7 @@ bool initEntityObjectsLayer(BzTileMap *map, BzTileObjectGroup *objectGroup) {
.frameDuration=0.6f + (i % 10) * 0.05f,
.elapsed=i * 0.1f,
});
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_add_id(ECS, e, Worker);
bzLogInfo("%d %.2f %.2f", object.gid, object.shape.sizeX, object.shape.sizeY);
//EntityArms arms = {
// .left=ecs_new_id(ECS),
// .right=ecs_new_id(ECS),
@@ -81,13 +70,18 @@ bool initBuildingsLayer(BzTileMap *map, BzTileLayer *layer) {
getBuildingSize(buildingTile, &size.sizeX, &size.sizeY);
bzTileLayerSetTile(ownershipLayer, 0, x, y, size.sizeX, size.sizeY);
const i32 tileWidth = map->tileWidth;
const i32 tileHeight = map->tileHeight;
ecs_entity_t e = ecs_new_id(ECS);
ecs_set(ECS, e, TilePosition, {.x=x, .y=y});
ecs_set(ECS, e, TileSize, {.sizeX=size.sizeX, .sizeY=size.sizeY});
ecs_set(ECS, e, Position, {.x = x * tileWidth, .y = y * tileHeight});
ecs_set(ECS, e, TileSize, {.sizeX = size.sizeX * tileWidth, .sizeY = size.sizeY * tileHeight});
ownerTile = bzTilesetGetTile(buildingTileset, ownerTile);
ownerTile = getTileBuilding(ownerTile);
ecs_set(ECS, e, Owner, {.playerID=ownerTile});
ecs_add_id(ECS, e, Selectable);
if (buildingTile == BUILDINGS_WAREHOUSE) {
ecs_set(ECS, e, Storage, {});
}
//bzTileMapUpdateCollider(&GAME.map, x, y);
}
@@ -129,3 +123,28 @@ bool initTreesLayer(BzTileMap *map, BzTileLayer *layer) {
}
return true;
}
ecs_entity_t createWorker(Position position, Size size, BzSpatialGrid *grid, BzTileset *tileset, BzTile gid) {
ecs_entity_t e = ecs_new_id(ECS);
ecs_add(ECS, e, TextureEntities);
ecs_set_ptr(ECS, e, Position, &position);
ecs_set_ptr(ECS, e, Size, &size);
BzSpatialGridID spatialID = bzSpatialGridInsert(grid, &e,
position.x, position.y,
size.x, size.y);
ecs_set(ECS, e, SpatialGridID, {spatialID});
ecs_set(ECS, e, Rotation, {0.0f});
ecs_set(ECS, e, Velocity, {});
ecs_set(ECS, e, Steering, {});
ecs_set(ECS, e, TextureRegion, {tileset->tiles, bzTilesetGetTileRegion(tileset, gid)});
ecs_set(ECS, e, Animation, {
.entityType=ENTITY_WORKER,
.tileset = tileset,
.curFrame=0,
});
ecs_set(ECS, e, AnimationType, {ANIM_IDLE});
ecs_add_id(ECS, e, Selectable);
ecs_add_id(ECS, e, Unit);
ecs_add_id(ECS, e, Worker);
return e;
}